Dario Maggiorini

Orcid: 0000-0002-7460-2966

Affiliations:
  • University of Milan, Department of Computer Science, Italy (PhD)


According to our database1, Dario Maggiorini authored at least 113 papers between 2001 and 2024.

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Bibliography

2024
MAP-MIND: An Offline Algorithm for Optimizing Game Engine Module Placement in Cloud Gaming.
IEEE Access, 2024

Massive Crowd Simulation With Parallel Computing on GPU.
IEEE Access, 2024

2023
Wuthering heights: gauging fear at altitude in virtual reality.
Multim. Tools Appl., February, 2023

2022
Revamping Cloud Gaming With Distributed Engines.
IEEE Internet Comput., 2022

Distributed Rendering for Video Games via Object Streaming.
Proceedings of the 42nd IEEE International Conference on Distributed Computing Systems, 2022

Moody5: Personality-biased agents to enhance interactive storytelling in video games.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Find, Fuse, Fight: Genetic Algorithms to Provide Engaging Content for Multiplayer Augmented Reality Games.
Proceedings of the Extended Reality - First International Conference, 2022

2021
DRAGON: diversity regulated adaptive generator online.
Multim. Tools Appl., 2021

Procedural generation of materials for real-time rendering.
Multim. Tools Appl., 2021

Predicting Real Fear of Heights Using Virtual Reality.
Proceedings of the GoodIT '21: Conference on Information Technology for Social Good, 2021

Design of a Recommender System for Video Games based on In-Game Player Profiling and Activities.
Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, 2021

Joint workshop on Games-Human Interaction (GHItaly21) and Multi-party Interaction in eXtended Reality (MIXR).
Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, 2021

Player behaviour metrics for adjusting content in VR games: the case of fear.
Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, 2021

2020
An empirical study of players' emotions in VR racing games based on a dataset of physiological data.
Multim. Tools Appl., 2020

2019
Special Issue on Advances in Human-Computer Interaction.
Multim. Tools Appl., 2019

Deep Reinforcement Learning to train agents in a multiplayer First Person Shooter: some preliminary results.
Proceedings of the IEEE Conference on Games, 2019

GHItaly19: Research Perspectives on Game Human Interaction.
Proceedings of 3rd Workshop on Games-Human Interaction (GHItaly19) in conjunction with CHITALY 2019, 2019

Presenting GHItaly19: 3rd workshop on games-human interaction.
Proceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interaction, 2019

A.T.L.A.S.: Automatic Terrain and Labels Assembling Software.
Proceedings of 3rd Workshop on Games-Human Interaction (GHItaly19) in conjunction with CHITALY 2019, 2019

2018
Multi-agent simulations for the evaluation of Looting Systems design in MMOG and MOBA games.
Simul. Model. Pract. Theory, 2018

Consumer-oriented Head Mounted Displays: Analysis and Evaluation of Stereoscopic Characteristics and User Preferences.
Mob. Networks Appl., 2018

Video Games and Operations Research: Two Synergic Partners?
Comput. Entertain., 2018

Feature Extraction and Selection for Real-Time Emotion Recognition in Video Games Players.
Proceedings of the 14th International Conference on Signal-Image Technology & Internet-Based Systems, 2018

Improving Performances in League of Legends by Exploiting Inter-Operator Peering.
Proceedings of the 29th IEEE Annual International Symposium on Personal, 2018

Software and Hardware Setup for Emotion Recognition During Video Game Fruition.
Proceedings of the 4th EAI International Conference on Smart Objects and Technologies for Social Good, 2018

GHItaly18: Game-Computer Interaction in research.
Proceedings of 2nd Workshop on Games-Human Interaction (GHItaly 2018) co-located with AVI 2018, 2018

GHItaly18: 2nd International Workshop on Games-Human Interaction.
Proceedings of the 2018 International Conference on Advanced Visual Interfaces, 2018

Creation of Physiatric Exercises for Remote Use in Rehabilitation Exergames.
Proceedings of 2nd Workshop on Games-Human Interaction (GHItaly 2018) co-located with AVI 2018, 2018

G.E.M.I.X.: Game Engine Movie Interaction eXperience.
Proceedings of 2nd Workshop on Games-Human Interaction (GHItaly 2018) co-located with AVI 2018, 2018

2017
Procedural content generation for platformers: designing and testing FUN PLEdGE.
Multim. Tools Appl., 2017

Opportunistic communication for delay tolerant data delivery in Milan.
J. Ambient Intell. Smart Environ., 2017

Supporting Team Work in Game Design: Better - Better Team Relationships.
Comput. Entertain., 2017

Discovering Indicators of Commitment in Computer-Supported Collaborative Student Teams.
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education, 2017

Believable group behaviours for NPCs in FPS games.
Proceedings of the 2017 IEEE Symposium on Computers and Communications, 2017

Emotions Detection Through the Analysis of Physiological Information During Video Games Fruition.
Proceedings of the Games and Learning Alliance - 6th International Conference, 2017

Monsters of Darwin: A Strategic Game Based on Artificial Intelligence and Genetic Algorithms.
Proceedings of the 1st Workshop on Games-Human Interaction (GHITALY 2017) co-located with CHItaly 2017, 2017

FUN PLEdGE 2.0: a FUNny Platformers LEvels GEnerator (Rhythm Based).
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter, 2017

GHItaly 2017: Game-Computer Interaction in Research.
Proceedings of the 1st Workshop on Games-Human Interaction (GHITALY 2017) co-located with CHItaly 2017, 2017

GHItaly'17: 1st Workshop on Games-Human Interaction.
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter, 2017

GHOST: a GHOst STory-writer.
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter, 2017

Evolution of Game Controllers: Toward the Support of Gamers with Physical Disabilities.
Proceedings of the Computer-Human Interaction Research and Applications, 2017

A Distributed Game Engine for Mobile Games on the Android Platform.
Proceedings of the International Conference on Computer-Human Interaction Research and Applications, 2017

A Touch-based Configurable Gamepad for Gamers with Physical Disabilities.
Proceedings of the International Conference on Computer-Human Interaction Research and Applications, 2017

Supporting distributed real-time debugging in online games.
Proceedings of the 14th IEEE Annual Consumer Communications & Networking Conference, 2017

Network traffic analysis of the steam game system.
Proceedings of the 14th IEEE Annual Consumer Communications & Networking Conference, 2017

2016
Delay Tolerant Networking over the Metropolitan Public Transportation.
Mob. Inf. Syst., 2016

Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design.
Int. J. Hum. Cap. Inf. Technol. Prof., 2016

Network analysis of the steam in-home streaming game system: poster.
Proceedings of the 22nd Annual International Conference on Mobile Computing and Networking, 2016

Network analysis of the Sony Remote Play system.
Proceedings of the IEEE Symposium on Computers and Communication, 2016

SMASH: A distributed game engine architecture.
Proceedings of the IEEE Symposium on Computers and Communication, 2016

Analysis of Stereoscopic Visualization in a Consumer-Oriented Head Mounted Display.
Proceedings of the Smart Objects and Technologies for Social Good, 2016

Stereoscopy-based procedural generation of virtual environments.
Proceedings of the Stereoscopic Displays and Applications XXVII, 2016

Effect of Different Looting Systems on the Behavior of Players in a MMOG: Simulation with Real Data.
Proceedings of the eHealth 360°, 2016

2015
About Game Engines and Their Future.
Proceedings of the Internet of Things. IoT Infrastructures, 2015

N.O.T.E.: Note Over The Edge.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

FUN PLEdGE: a FUNny Platformers LEvels GEnerator.
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, 2015

2014
Opportunistic mobile games using public transportation systems: a deployability study.
Multim. Syst., 2014

Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine.
Int. J. Comput. Games Technol., 2014

RDF annotation of Second Life objects: Knowledge Representation meets Social Virtual reality.
Comput. Math. Organ. Theory, 2014

A study of collaborative tool use in collaborative learning processes.
Proceedings of the 14th Koli Calling International Conference on Computing Education Research, 2014

Creating software engineering student interaction profiles for discovering gamification approaches to improve collaboration.
Proceedings of the 15th International Conference on Computer Systems and Technologies, 2014

2013
A survey on interactive games over mobile networks.
Wirel. Commun. Mob. Comput., 2013

Special issue for selected papers from wireless days 2010 conference 'Mobile communications and computing in challenged environments: models, protocols, applications'.
Wirel. Commun. Mob. Comput., 2013

Selective Offload and Proactive Caching of Mobile Data in LTE-Based Urban Networks.
Proceedings of the 2013 IEEE 14th International Conference on Mobile Data Management, Milan, Italy, June 3-6, 2013, 2013

Resources Optimization in (Video) Games: A Novel Approach to Teach Applied Mathematics?
Proceedings of the Learning and Intelligent Optimization - 7th International Conference, 2013

Evaluating design constraints for proximity-based games in a real urban topology.
Proceedings of the 2013 IEEE International Conference on Multimedia and Expo Workshops, 2013

Geo-anchored floating data for mobile users.
Proceedings of the 2013 IEEE International Conference on Multimedia and Expo Workshops, 2013

Follow the Leader: a Scalable Approach for Realistic Group Behavior of Roaming NPCs in MMO Games.
Proceedings of the Twelfth European Conference on the Synthesis and Simulation of Living Systems: Advances in Artificial Life, 2013

GOLEM: Generator Of Life Embedded into MMOs.
Proceedings of the Twelfth European Conference on the Synthesis and Simulation of Living Systems: Advances in Artificial Life, 2013

2012
Bus switched networks: An ad hoc mobile platform enabling urban-wide communications.
Ad Hoc Networks, 2012

Scaling online collaborative games to urban level.
Proceedings of the IFIP Wireless Days Conference 2012, Ireland, November 21-23, 2012, 2012

A solution for mobile DTN in a real urban scenario.
Proceedings of the 2012 IEEE Wireless Communications and Networking Conference Workshops, 2012

Entertainment technology transfer toward serious use.
Proceedings of the International ICST Conference on Simulation Tools and Techniques, 2012

Videogame technology to support seniors.
Proceedings of the International ICST Conference on Simulation Tools and Techniques, 2012

Massive online games and loot distribution: an elusive problem.
Proceedings of the International ICST Conference on Simulation Tools and Techniques, 2012

On the Impact of a Road-Side Infrastructure for a DTN Deployed on a Public Transportation System.
Proceedings of the NETWORKING 2012, 2012

Follow the mob: An innovative approach for roaming characters in MMO games.
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games, 2012

Supporting seniors rehabilitation through videogame technology: a distributed approach.
Proceedings of the Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques, 2012

On the Feasibility of Opportunistic Collaborative Mixed Reality Games in a Real Urban Scenario.
Proceedings of the 21st International Conference on Computer Communications and Networks, 2012

Loot Distribution in Massive Online Games: Foreseeing Impacts on the Players Base.
Proceedings of the 21st International Conference on Computer Communications and Networks, 2012

The Perfect Looting System: Looking for a Phoenix?
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Leveraging Bus Mobility to Enable Communications in Urban Areas
CoRR, 2011

On the scalability of delay-tolerant routing protocols in urban environment.
Proceedings of the IFIP Wireless Days Conference 2011, 2011

Smartphone's physiatric serious game.
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011

Learning in Virtual Worlds: A New Path for Supporting Cognitive Impaired Children.
Proceedings of the Foundations of Augmented Cognition. Directing the Future of Adaptive Systems, 2011

Videogames and Elders: A New Path in LCT?
Proceedings of the Digital Human Modeling, 2011

Cloud Computing to Support the Evolution of Massive Multiplayer Online Games.
Proceedings of the ENTERprise Information Systems - International Conference, 2011

From playgrounds to smartphones: Mobile evolution of a kids game.
Proceedings of the 2011 IEEE Consumer Communications and Networking Conference, 2011

2010
Simon says the color: the digital evolution of an outdoor kids game.
Proceedings of the 3rd International Conference on Simulation Tools and Techniques, 2010

Knowledge Representation in Virtual Teams: A Perspective Approach for Synthetic Worlds.
Proceedings of the Collaborative Networks for a Sustainable World, 2010

2009
Distance vector routing for public transportation vehicular networks: Performance evaluation on a real topology.
Proceedings of the 2nd IFIP Wireless Days, 2009

DroidGlove: An android-based application for wrist rehabilitation.
Proceedings of the International Conference on Ultra Modern Telecommunications, 2009

On the Objective Evaluation of Real-Time Networked Games.
Proceedings of the Global Communications Conference, 2009. GLOBECOM 2009, Honolulu, Hawaii, USA, 30 November, 2009

2008
Augmenting Actual Life Through MUVEs
CoRR, 2008

Performance evaluation of distance vector-based routing protocols for public transportation vehicular networks.
Proceedings of the 1st IFIP Wireless Days, 2008

Characterizing and Modelling Clustering Features in AS-Level Internet Topology.
Proceedings of the INFOCOM 2008. 27th IEEE International Conference on Computer Communications, 2008

2007
Distributed Context Monitoring for the Adaptation of Continuous Services.
World Wide Web, 2007

2005
Aggregated Multicast - A Comparative Study.
Clust. Comput., 2005

Continuous Media Adaptation for Mobile Computing Using Coarse-Grained Asynchronous Notifications.
Proceedings of the 2005 IEEE/IPSJ International Symposium on Applications and the Internet Workshops (SAINT 2005 Workshops), 31 January, 2005

Distributed Context Monitoring for Continuous Mobile Services.
Proceedings of the Mobile Information Systems II, 2005

A comparative study of multicast protocols: top, bottom, or in the middle?.
Proceedings of the INFOCOM 2005. 24th Annual Joint Conference of the IEEE Computer and Communications Societies, 2005

2004
Adaptive video streaming: pre-encoded MPEG-4 with bandwidth scaling.
Comput. Networks, 2004

Towards Highly Adaptive Services for Mobile Computing.
Proceedings of the Mobile Information Systems, 2004

Seamless Nomadic System-Aware Servants.
Proceedings of the 37th Hawaii International Conference on System Sciences (HICSS-37 2004), 2004

2003
End-to-end quality of service architectures.
PhD thesis, 2003

Network Independent Available Bandwidth Sampling and Measurement.
Proceedings of the Quality of Service in Multiservice IP Networks, 2003

Adaptive MPEG-4 Video Streaming with Bandwidth Estimation.
Proceedings of the Quality of Service in Multiservice IP Networks, 2003

Team Oriented Multicast: A Scalable Routing Protocol for Large Mobile Networks.
Proceedings of the Group Communications and Charges; Technology and Business Models, 2003

Measuring and modelling the group mmbership in the internet.
Proceedings of the 3rd ACM SIGCOMM Internet Measurement Conference, 2003

BEAM: a distributed aggregated multicast protocol using bi-directional trees.
Proceedings of IEEE International Conference on Communications, 2003

2002
A semiotic approach to narrative manipulation.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

A protocol to improve the state scalability of source specific multicast.
Proceedings of the Global Telecommunications Conference, 2002

2001
A Multicast Transport Service with Bandwidth Guarantees for Diff-Serv Networks.
Proceedings of the Quality of Service in Multiservice IP Networks, International Workshop, 2001


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