Florian Block

Orcid: 0000-0003-0348-6731

Affiliations:
  • University of York, UK


According to our database1, Florian Block authored at least 36 papers between 2004 and 2024.

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Bibliography

2024
How Could They Win? An Exploration of Win Condition for Esports Narratives in Dota 2.
Proc. ACM Hum. Comput. Interact., 2024

From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024

Applying and Visualising Complex Models in Esport Broadcast Coverage.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024

2023
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics.
CoRR, 2023

Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2021
Win Prediction in Multiplayer Esports: Live Professional Match Prediction.
IEEE Trans. Games, 2021

Wait, But Why?: Assessing Behavior Explanation Strategies for Real-Time Strategy Games.
Proceedings of the IUI '21: 26th International Conference on Intelligent User Interfaces, 2021


Archetypal Analysis Based Anomaly Detection for Improved Storytelling in Multiplayer Online Battle Arena Games.
Proceedings of the ACSW '21: 2021 Australasian Computer Science Week Multiconference, 2021

2020


2019
Time to Die: Death Prediction in Dota 2 using Deep Learning.
Proceedings of the IEEE Conference on Games, 2019

Role Identification for Accurate Analysis in Dota 2.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

2018
Narrative Bytes: Data-Driven Content Production in Esports.
Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, 2018

2017
Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games.
CoRR, 2017

2015
"Whoa! We're going deep in the trees!": Patterns of collaboration around an interactive information visualization exhibit.
Int. J. Comput. Support. Collab. Learn., 2015

Fluid Grouping: Quantifying Group Engagement around Interactive Tabletop Exhibits in the Wild.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2013
Going Deep: Supporting Collaborative Exploration of Evolution in Natural History Museums.
Proceedings of the 10th International Conference on Computer-Supported Collaborative Learning, 2013

2012
The DeepTree Exhibit: Visualizing the Tree of Life to Facilitate Informal Learning.
IEEE Trans. Vis. Comput. Graph., 2012

Novel Interactions on the Keyboard.
Computer, 2012

FlowBlocks: a multi-touch ui for crowd interaction.
Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology, 2012

FloTree: a multi-touch interactive simulation of evolutionary processes.
Proceedings of the Interactive Tabletops and Surfaces, 2012

Of BATs and APEs: an interactive tabletop game for natural history museums.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2010
Reimagining graphical user interface ecologies.
PhD thesis, 2010

The impact of cognitive load on the perception of time.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

Space-multiplexed input on mouse-extended notebooks.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

Two-handed input in a standard configuration of notebook with external mouse.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

Touch-display keyboards: transforming keyboards into interactive surfaces.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

A study of two-handed scrolling and selection on standard notebook computers.
Proceedings of the 2010 British Computer Society Conference on Human-Computer Interaction, 2010

2009
A Comparison of Direct and Indirect Multi-touch Input for Large Surfaces.
Proceedings of the Human-Computer Interaction, 2009

2008
A malleable physical interface for copying, pasting, and organizing digital clips.
Proceedings of the 2nd International Conference on Tangible and Embedded Interaction 2008, 2008

VoodooSketch: extending interactive surfaces with adaptable interface palettes.
Proceedings of the 2nd International Conference on Tangible and Embedded Interaction 2008, 2008

Pen and paper techniques for physical customisation of tabletop interfaces.
Proceedings of the Third IEEE International Workshop on Tabletops and Interactive Surfaces (Tabletop 2008), 2008

2006
VoodooIO.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Locating Physical Interface Objects on Interactive Surfaces.
Proceedings of the 36. Jahrestagung der Gesellschaft für Informatik, 2006

2004
Towards a Playful User Interface for Home Entertainment Systems.
Proceedings of the Ambient Intelligence: Second European Symposium, 2004


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