Marcello A. Gómez Maureira

Orcid: 0000-0002-4522-6228

Affiliations:
  • Leiden University, LIACS Media Technology


According to our database1, Marcello A. Gómez Maureira authored at least 26 papers between 2013 and 2023.

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

Timeline

Legend:

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Bibliography

2023
StoryWorld: Procedural Quest Generation Rooted in Variety & Believability.
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

QuestVille: Procedural Quest Generation Using NLP Models.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

2022
Through Troubled Waters: A Narrative Game for Anger Regulation.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

Academic Games - Mapping the Use of Video Games in Research Contexts.
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

CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Towards a Taxonomy of AI in Hybrid Board Games.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Computational Thinking through Design Patterns in Video Games.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
Exploring video games that invoke curiosity.
Entertain. Comput., 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

CURIO: a game-based learning toolkit for fostering curiosity.
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
Heritage Hunt: Developing a Role-Playing Game for Heritage Museums.
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
Little Fitness Dragon: A Gamified Activity Tracker.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
The Vocal Range of Movies - Sonifying Gender Representation in Film.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Sensors at Play: A biometric framework for game developers and game users.
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
Improving level design through game user research: A comparison of methodologies.
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


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