Laura Anna Ripamonti

Orcid: 0000-0001-8167-7870

According to our database1, Laura Anna Ripamonti authored at least 88 papers between 2004 and 2024.

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

Timeline

Legend:

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Bibliography

2024
FAC.EX: FACial EXpressions for Video Game Characters.
Proceedings of the IEEE Conference on Games, 2024

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

StrEx: Towards a Modulator of Stressful Experience in Virtual Reality Games.
Proceedings of the IEEE Conference on Games, 2023

Tuning Stressful Experience in Virtual Reality Games.
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter, 2023

Tracing Stress and Arousal in Virtual Reality Games Using Players' Motor and Vocal Behaviour.
Proceedings of the Computer-Human Interaction Research and Applications, 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

Between the Buttons: Stress Assessment in Video Games using Players' Behavioural Data.
Proceedings of the 6th International Conference on Computer-Human Interaction Research and Applications, 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
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
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
Scaling online collaborative games to urban level.
Proceedings of the IFIP Wireless Days Conference 2012, Ireland, November 21-23, 2012, 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

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
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

2010
Managing the design-manufacturing interface in virtual enterprises through multi user virtual environments: a perspective approach.
Int. J. Comput. Integr. Manuf., 2010

Il rapporto tra ICT e PMI italiane e le problematiche economico-organizzative dell'OS
CoRR, 2010

Nature and roles for community networks in the information society.
AI Soc., 2010

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

2008
Augmenting Actual Life Through MUVEs
CoRR, 2008

2007
Community Networks as lead users in online public services design.
J. Community Informatics, 2007

2006
Aggregating Information and Enforcing Awareness Across Communities with the Dynamo RSS Feeds Creation Engine: Preliminary Report.
Proceedings of the On the Move to Meaningful Internet Systems 2006: OTM 2006 Workshops, 2006

2005
Online communities sustainability: some economic issues.
J. Community Informatics, 2005

2004
Combining Scorm Metadata and ACM Computer Curricula to Create an Ontology for Cataloguing Learning Objects.
Proceedings of the Cognition and Exploratory Learning in Digital Age (CELDA'04), 2004


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