Davide Gadia

Orcid: 0000-0003-4491-9150

According to our database1, Davide Gadia authored at least 61 papers between 2004 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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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

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

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

2016
Unsupervised digital movie restoration with spatial models of color.
Multim. Tools Appl., 2016

Semiotics of virtual reality as a communication process.
Behav. Inf. Technol., 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
Ant Colony for Locality Foraging in Image Enhancement.
Proceedings of the Multi-objective Swarm Intelligence, 2015

Participatory Action Design Research in Archaeological Context.
Proceedings of the Human Work Interaction Design, 2015

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

2014
Assessing stereo blindness and stereo acuity on digital displays.
Displays, 2014

Eliciting steady-state visual evoked potentials by means of stereoscopic displays.
Proceedings of the Stereoscopic Displays and Applications XXV, 2014

2013
Tuning a computer based stereo blindness assessment.
Proceedings of the 8th International Symposium on Image and Signal Processing and Analysis, 2013

YACCD2: yet another color constancy database updated.
Proceedings of the Color Imaging XVIII: Displaying, 2013

2012
Virtual reality as a communication process.
Virtual Real., 2012

Analysis of brain activity and response during monoscopic and stereoscopic visualization.
Proceedings of the Stereoscopic Displays and Applications XXIII, 2012

2011
Designing Virtual Reality Reconstructions of Etruscan Painted Tombs.
Proceedings of the Multimedia for Cultural Heritage - First International Workshop, 2011

Color appearance in stereoscopy.
Proceedings of the Stereoscopic Displays and Applications XXII, 2011

2010
New experiments on color in context and organic-based artificial photoreceptors.
Proceedings of the 5th European Conference on Colour in Graphics, 2010

2008
Investigation on the relationship between cone sensitivities and color in context for an organic-based artificial retina.
Proceedings of the Color Imaging XIII: Processing, Hardcopy, and Applications, San Jose, 2008

2007
Random Spray Retinex: A New Retinex Implementation to Investigate the Local Properties of the Model.
IEEE Trans. Image Process., 2007

2006
Analysis of tristimulus interdifference and contextual color correction.
J. Electronic Imaging, 2006

2005
Spectral information and spatial color computation.
Proceedings of the Color Imaging X: Processing, Hardcopy, and Applications, San Jose, 2005

2004
Tuning Retinex for HDR Images Visualization.
Proceedings of the Second European Conference on Colour in Graphics, Imaging, and Vision, 2004


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