Daniela Romano

Orcid: 0000-0001-5756-0146

According to our database1, Daniela Romano authored at least 36 papers between 2000 and 2023.

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Bibliography

2023
Towards Evaluating Effects of Digital Sensory Environments on Human Emotions in the Wild.
Proceedings of the 6th Media Architecture Biennale Conference, 2023

A Panoramic Review of Situational Awareness Monitoring Systems.
Proceedings of the 6th International Conference on Robot Systems and Applications, 2023

2021
Social Trust-based Blockchain-enabled Social Media News Verification System.
J. Univers. Comput. Sci., 2021

iReadMore: A Reading Therapy App Co-Designed by People with Aphasia and Alexia.
Proceedings of the ASSETS '21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility, 2021

2020
Scalable Psychological Momentum Forecasting in Esports.
CoRR, 2020

2018
Towards evaluating the impact of recommender systems on visitor experience in physical museums.
Proceedings of the 2nd Workshop on Mobile Access to Cultural Heritage co-located with 20th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2018

2017
Mood and learning in navigation-based serious games.
Comput. Hum. Behav., 2017

Improving SSVEP-BCI performance using pre-trial normalization methods.
Proceedings of the 8th IEEE International Conference on Cognitive Infocommunications, 2017

2016
Problem solving, confidence and frustration when carrying out familiar tasks on non-familiar mobile devices.
Comput. Hum. Behav., 2016

Developing an ABM-driven Decision Support System in the Emergency Services.
Proceedings of the ICEIS 2016, 2016

2015
Culturally Appropriate Behavior in Virtual Agents: A Review.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

2014
Crowd formal modelling and simulation: The Sa'yee ritual.
Proceedings of the 14th UK Workshop on Computational Intelligence, 2014

Problem solving using hybrid brain-computer interface methods: A review.
Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2014

2012
Constructing Complex 3D Biological Environments from Medical Imaging Using High Performance Computing.
IEEE ACM Trans. Comput. Biol. Bioinform., 2012

2011
Modelling sperm behaviour in a 3D environment.
Proceedings of the Computational Methods in Systems Biology, 9th International Conference, 2011

2010
Bio-Affective Computer Interface for Game Interaction.
Int. J. Gaming Comput. Mediat. Simulations, 2010

High performance cellular level agent-based simulation with FLAME for the GPU.
Briefings Bioinform., 2010

Agent-based Large Scale Simulation of Pedestrians With Adaptive Realistic Navigation Vector Fields.
Proceedings of the Theory and Practice of Computer Graphics, 2010

3D Modelling of Complex Biological Structures: The Oviduct.
Proceedings of the Theory and Practice of Computer Graphics, 2010

2009
NARCSim an agent-based illegal drug market simulation.
Proceedings of the 2009 International IEEE Consumer Electronics Society's Games Innovations Conference, 2009

Exploring the use of a respiratory-computer interface for game interaction.
Proceedings of the 2009 International IEEE Consumer Electronics Society's Games Innovations Conference, 2009

A high performance agent based modelling framework on graphics card hardware with CUDA.
Proceedings of the 8th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2009), 2009

2008
The Mood and Memory of Believable Adaptable Socially Intelligent Characters.
Proceedings of the Intelligent Virtual Agents, 8th International Conference, 2008

POLLy: A Conversational System that uses a Shared Representation to Generate Action and Social Language.
Proceedings of the Third International Joint Conference on Natural Language Processing, 2008

The intensity of perceived emotions in 3D virtual humans.
Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008), 2008

Using a Shared Representation to Generate Action and Social Language for a Virtual Dialogue Environment.
Proceedings of the Emotion, 2008

2007
Generating Politeness in Task Based Interaction: An Evaluation of the Effect of Linguistic Form and Culture.
Proceedings of the Eleventh European Workshop on Natural Language Generation, 2007

Perception of Emotions from Static Postures.
Proceedings of the Affective Computing and Intelligent Interaction, 2007

How Rude Are You?: Evaluating Politeness and Affect in Interaction.
Proceedings of the Affective Computing and Intelligent Interaction, 2007

2006
A serious game for traffic accident investigators.
Interact. Technol. Smart Educ., 2006

Virtual Manuscripts for an Enhanced Museum and Web Experience 'Living Manuscripts'.
Proceedings of the Interactive Technologies and Sociotechnical Systems, 2006

2005
Game logic portability.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Speaking and acting - Interacting language and action for an expressive character.
Proceedings of the Intelligent Virtual Environments and Virtual Agents, 2004

2002
Virtual artefacts to support negotiation within an augmented collaborative environment for alternate dispute resolution.
Proceedings of the 4th International Conference on Collaborative Virtual Environments 2002, Bonn, Germany, September 30, 2002

2001
Presence and Reflection in Training: Support for Learning to Improve Quality Decision-Making Skills under Time Limitations.
Cyberpsychology Behav. Soc. Netw., 2001

2000
Perfect presence: What does this mean for the design of virtual learning environments?
Educ. Inf. Technol., 2000


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