Craig A. Lindley

Orcid: 0000-0003-1378-5364

According to our database1, Craig A. Lindley authored at least 44 papers between 1993 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Deep learning implementations in mining applications: a compact critical review.
Artif. Intell. Rev., December, 2023

2022
A Systematic Review of Literature on Automated Sleep Scoring.
IEEE Access, 2022

2020
Modeling cognitive load and physiological arousal through pupil diameter and heart rate.
Multim. Tools Appl., 2020

2019
An affective serious game for collaboration between humans and robots.
Entertain. Comput., 2019

2018
Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Evaluation of Classifiers for Emotion Detection While Performing Physical and Visual Tasks: Tower of Hanoi and IAPS.
Proceedings of the Intelligent Systems and Applications, 2018

2017
The effect of cognitive load on physiological arousal in a decision-making serious game.
Proceedings of the 9th International Conference on Virtual Worlds and Games for Serious Applications, 2017

2014
Psychophysiological Interaction and Empathic Cognition for Human-Robot Cooperative Work (PsyIntEC).
Proceedings of the Gearing Up and Accelerating Cross-fertilization between Academic and Industrial Robotics Research in Europe:, 2014

2013
A novel plane extraction approach using supervised learning.
Mach. Vis. Appl., 2013

A Biofeedback Game for Training Arousal Regulation during a Stressful Task: The Space Investor.
Proceedings of the Human-Computer Interaction. Towards Intelligent and Implicit Interaction, 2013

2012
Multi-Cue Based Place Learning for Mobile Robot Navigation.
Proceedings of the Autonomous and Intelligent Systems - Third International Conference, 2012

2011
The Aiming Game: Using a Game with Biofeedback for Training in Emotion Regulation.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

2010
More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game.
Interact. Comput., 2010

Gameplay experience in a gaze interaction game
CoRR, 2010

Trends and Techniques in Visual Gaze Analysis
CoRR, 2010

Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience
CoRR, 2010

2009
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.
Cyberpsychology Behav. Soc. Netw., 2009

An Investigation of Visual Attention in FPS Computer Gameplay.
Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, 2009

2008
Game Play Schemas: From Player Analysis to Adaptive Game Mechanics.
Int. J. Comput. Games Technol., 2008

Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging.
Proceedings of the Fun and Games, 2008

Flow and immersion in first-person shooters: measuring the player's gameplay experience.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

2005
The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design.
Game Stud., 2005

Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games.
Proceedings of the Digital Games Research Conference 2005, 2005

Game space design foundations for trans-reality games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Narrative, Game Play, and Alternative Time Structures for Virtual Environments.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2004

Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design.
Proceedings of the Entertainment Computing, 2004

2003
Player Character Design Facilitating Emotional Depth in MMORPGs.
Proceedings of the Digital Games Research Conference 2003, 2003

2002
The Gameplay Gestalt, Narrative, and Interactive Storytelling.
Proceedings of the Computer Games and Digital Cultures Conference, 2002

Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

2001
A Video Annoation Methodology for Interactive Video Sequence Generation.
Proceedings of the Digital Content Creation, 2001

2000
Hybrid narrative and categorical strategies for interactive and dynamic video presentation generation.
New Rev. Hypermedia Multim., 2000

Production and maintenance environments for interactive audio-visual stories.
Proceedings of the ACM Multimedia 2000 Workshops, Los Angeles, CA, USA, October 30, 2000

1999
Multi-modal Feature-map: An Approach to Represent Digital Video Sequences.
Proceedings of the Visual Information and Information Systems, 1999

Generic Viewer Interaction Semantics for Dynamic Virtual Video Synthesis.
Proceedings of the Visual Information and Information Systems, 1999

Generic Film Forms for Dynamic Virtual Video Synthesis.
Proceedings of the IEEE International Conference on Multimedia Computing and Systems, 1999

A Multi-Model Framework for Video Information Systems.
Proceedings of the Database Semantics, 1999

1998
Query Semantics for Content-Based Retrieval of Video Data: An Empirical Investigation.
Proceedings of the Ninth International Workshop on Database and Expert Systems Applications, 1998

The FRAMES Processing Model for the Synthesis of Dynamic Virtual Video Sequences.
Proceedings of the Ninth International Workshop on Database and Expert Systems Applications, 1998

1997
Adaption of a task analysis methodology to the design of a decision support system.
Proceedings of the Human-Computer Interaction, 1997

1995
A Postmodern Paradigm for Artificial Intelligence.
Proceedings of the Second World Conference on the Fundamentals of Artificial Intelligence, 1995

1994
Extending the Behavioral Paradigm for Intelligent Systems.
Proceedings of the 27th Annual Hawaii International Conference on System Sciences (HICSS-27), 1994

A Behavioural Theory of Intelligent Machines as a Framework for the Analysis ofAdaptation.
Proceedings of the Process in Evolutionary Computation, 1994

1993
Practical ray tracing in C.
Comput. Aided Des., 1993

Learning to Perform Weather Forecasting Operations.
Proceedings of the Fourth Scandinavian Conference on Artificial Intelligence, 1993


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