Alessandro Canossa
Orcid: 0000-0002-5852-9287Affiliations:
- Royal Danish Academy, Copenhagen, Denmark
- Northeastern University, Boston, MA, USA
According to our database1,
Alessandro Canossa
authored at least 62 papers
between 2008 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
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Bibliography
2024
How Human-Centered Explainable AI Interface Are Designed and Evaluated: A Systematic Survey.
CoRR, 2024
Country as a proxy for culture? An exploratory study of players in an Online Multiplayer Game.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Let the Players Go! - Substituting Excessive Handholding with Autonomous Experiences.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023
If You Can't Beat Them, Join Them: How Text-to-Image Tools Can Be Leveraged in the 3D Modelling Process.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023
2022
Proceedings of the Entertainment Computing - ICEC 2022, 2022
Proceedings of the HCI International 2022 - Late Breaking Posters, 2022
2021
Proc. ACM Hum. Comput. Interact., 2021
Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games.
CoRR, 2021
"Try, Try, Try Again: " Sequence Analysis of User Interaction Data with a Voice User Interface.
Proceedings of the CUI 2021, 2021
2020
Proceedings of the VINCI 2020: The 13th International Symposium on Visual Information Communication and Interaction, 2020
Proceedings of the IEEE Conference on Games, 2020
2019
Proceedings of the IEEE Conference on Games, 2019
Identifying Cognitive Load in a Computer Game: An exploratory study of young children.
Proceedings of the IEEE Conference on Games, 2019
Influencers in Multiplayer Online Shooters: Evidence of Social Contagion in Playtime and Social Play.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
2018
Entertain. Comput., 2018
UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018
Like a DNA String: Sequence-Based Player Profiling in <i>Tom Clancy's The Division</i>.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018
2017
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017
2016
Proceedings of the 4th Workshop on Emotions and Personality in Personalized Systems co-located with ACM Conference on Recommender Systems (RecSys 2016), 2016
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016
2015
Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015
2014
Proceedings of the 2014 Conference on Interactive Entertainment, 2014
X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Meaning in Gameplay: Filtering Variables, Defining Metrics, Extracting Features and Creating Models for Gameplay Analysis.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
2012
Give me a reason to dig: qualitative associations between player behavior in Minecraft and life motives.
Proceedings of the International Conference on the Foundations of Digital Games, 2012
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012
How players lose interest in playing a game: An empirical study based on distributions of total playing times.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012
2011
Int. J. Arts Technol., 2011
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration.
Proceedings of the Foundations of Digital Games, 2011
2010
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010
2009
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009
Analyzing spatial user behavior in computer games using geographic information systems.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009
Proceedings of the Human-Computer Interaction, 2009
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009
2008
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008