Re-tellings: the fourth layer of narrative as an instrument for critique

MP Eladhari - … : 11th International Conference on Interactive Digital …, 2018 - Springer
The fourth layer of narrative in Interactive Narrative Systems (INS), such as games, is the
players' re-tellings of the stories they have experienced when playing. The occurrence of re …

Multi-view scholar clustering with dynamic interest tracking

A Li, Y Li, Y Shao, B Liu - IEEE Transactions on Knowledge …, 2023 - ieeexplore.ieee.org
Scholar clustering has garnered increasing attention due to the explosive growth of scholar
data. Although researchers have proposed many algorithms to cluster scholars, they …

Modeling individual and team behavior through spatio-temporal analysis

S Ahmad, A Bryant, E Kleinman, Z Teng… - Proceedings of the …, 2019 - dl.acm.org
Modeling players' behaviors in games has gained increased momentum in the past few
years. This area of research has wide applications, including modeling learners and …

The pixels and sounds of emotion: General-purpose representations of arousal in games

K Makantasis, A Liapis… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
What if emotion could be captured in a general and subject-agnostic fashion? Is it possible,
for instance, to design general-purpose representations that detect affect solely from the …

From pixels to affect: A study on games and player experience

K Makantasis, A Liapis… - 2019 8th International …, 2019 - ieeexplore.ieee.org
Is it possible to predict the affect of a user just by observing her behavioral interaction
through a video? How can we, for instance, predict a user's arousal in games by merely …

Do you see what I see? Capabilities and limits of automated multimedia content analysis

C Shenkman, D Thakur, E Llansó - arxiv preprint arxiv:2201.11105, 2021 - arxiv.org
The ever-increasing amount of user-generated content online has led, in recent years, to an
expansion in research and investment in automated content analysis tools. Scrutiny of …

Real-time automated video highlight generation with dual-stream hierarchical growing self-organizing maps

P Gunawardena, O Amila, H Sudarshana… - Journal of Real-Time …, 2021 - Springer
Video has rapidly become one of the most common sources of visual information transfer.
The number of videos uploaded to YouTube in a single day is estimated to take over 82 …

Contrastive learning of generalized game representations

C Trivedi, A Liapis… - 2021 IEEE Conference on …, 2021 - ieeexplore.ieee.org
Representing games through their pixels offers a promising approach for building general-
purpose and versatile game models. While games are not merely images, neural network …

From coarse to fine: Hierarchical structure-aware video summarization

W Li, G Pan, C Wang, Z **ng, Z Han - ACM Transactions on Multimedia …, 2022 - dl.acm.org
Hierarchical structure is a common characteristic for some kinds of videos (eg, sports videos,
game videos): The videos are composed of several actions hierarchically and there exist …

Multimodal joint emotion and game context recognition in league of legends livestreams

C Ringer, JA Walker… - 2019 IEEE Conference on …, 2019 - ieeexplore.ieee.org
Video game streaming provides the viewer with a rich set of audio-visual data, conveying
information both with regards to the game itself, through game footage and audio, as well as …