Marcello A. Gómez Maureira
Orcid: 0000-0002-4522-6228Affiliations:
- Leiden University, LIACS Media Technology
According to our database1,
Marcello A. Gómez Maureira
authored at least 26 papers
between 2013 and 2023.
Collaborative distances:
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Bibliography
2023
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
Modifying a Game to Study the Impact of an Hostile Environments on Foraging Behavior.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
2022
Proceedings of the Entertainment Computing - ICEC 2022, 2022
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022
2021
Level Design Patterns That Invoke Curiosity-Driven Exploration: An Empirical Study Across Multiple Conditions.
Proc. ACM Hum. Comput. Interact., 2021
Dive Deeper: Empirical Analysis of Game Mechanics and Perceived Value in Serious Games.
Proc. ACM Hum. Comput. Interact., 2021
2020
Eating Sound Dataset for 20 Food Types and Sound Classification Using Convolutional Neural Networks.
Proceedings of the Companion Publication of the 2020 International Conference on Multimodal Interaction, 2020
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020
2019
Shinobi Valley: Studying Curiosity For Virtual Spatial Exploration Through A Video Game.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
2018
Games that Make Curious: An Exploratory Survey into Digital Games that Invoke Curiosity.
Proceedings of the Entertainment Computing - ICEC 2018, 2018
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018
Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018
2017
Proceedings of the Advances in Computer Entertainment Technology, 2017
Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research.
Proceedings of the Advances in Computer Entertainment Technology, 2017
Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen.
Proceedings of the Advances in Computer Entertainment Technology, 2017
2016
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016
2015
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
The influence of subliminal visual primes on player affect in a horror computer game.
Proceedings of the 2015 International Conference on Affective Computing and Intelligent Interaction, 2015
2014
Entertain. Comput., 2014
2013
Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013