Pujana Paliyawan

Orcid: 0000-0002-2141-9746

According to our database1, Pujana Paliyawan authored at least 50 papers between 2015 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

On csauthors.net:

Bibliography

2022
Toward a Minecraft Mod for Early Detection of Alzheimer's Disease in Young Adults.
CoRR, 2022

Improving Deep-Feature Image Similarity Calculation: A Case Study on an Ukiyo-e Card Matching Game Lottery.
IEEE Access, 2022

A Card Game for Collecting Human-Perceived Similarity Data of Artwork Images.
IEEE Access, 2022

Toward Collaborative Game Commentating Utilizing Pre-Trained Generative Language Models.
Proceedings of the IEEE International Conference on Consumer Electronics, 2022

Sentence Punctuation for Collaborative Commentary Generation in Esports Live-Streaming.
Proceedings of the IEEE International Conference on Consumer Electronics, 2022

Rap-Style Commentary Generation in an Audience Participation Fighting Game.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2022

Cute Helper: A Study on the Effect of Virtual Character Expressions on Players' Engagement in a Game for Collecting Artwork Descriptions.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
An Audience Participation Game with Difficulty Adjustment and Rap-style Commentary based on Audience Inputs.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

Fighting Game Commentator with Pitch and Loudness Adjustment Utilizing Highlight Cues.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

Promoting Mental Well-Being for Audiences in a Live-Streaming Game by Highlight-Based Bullet Comments.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

Cuteness in JUSTIN: Adding a Virtual Moderator for Entertaining User in an Audience Participation Game for Collecting Artwork Description Data.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

Toward a PCG-driven 3D Game for Preclinical Detection of Dementia.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

An Aerial Cinematographer AI for Settlements in Minecraft-Toward Their Crowd Assessment.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

A Maze Game with Singing Interface to Fight Dementia.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

JUSTIN sings: adding a musical-style narration generator to an APGWAP that collects ukiyo-e artworks descriptions.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

2020
Towards Musical Game Therapy: A Survey on Music Therapy and Games for Health Promotion.
Proceedings of the 5th International Workshop on Innovations in Information and Communication Science and Technology, 2020

Enhancement of Angry Birds Level Generation from Sketches Using Cycle-Consistent Adversarial Networks.
Proceedings of the 9th IEEE Global Conference on Consumer Electronics, 2020

Encourage Players to Smile While Playing Games Bring More Enjoyment.
Proceedings of the IEEE Conference on Games, 2020

Towards Social Facilitation in Audience Participation Games: Fighting Game AIs whose Strength Depends on Audience Responses.
Proceedings of the IEEE Conference on Games, 2020

JUSTIN: An Audience Participation Game With A Purpose for Collecting Descriptions for Artwork Images.
Proceedings of the IEEE Conference on Games, 2020

Rap-Style Comment Generation to Entertain Game Live Streaming.
Proceedings of the IEEE Conference on Games, 2020

Singing with an Angry-Birds-like Game.
Proceedings of the IEEE Conference on Games, 2020

Generating Angry Birds-Like Levels With Domino Effects Using Constrained Novelty Search.
Proceedings of the IEEE Conference on Games, 2020

2019
Runner: A 2D platform game for physical health promotion.
SoftwareX, 2019

Towards An Angry-Birds-like Game System for Promoting Mental Well-being of Players Using Art-Therapy-embedded PCG.
CoRR, 2019

Motion Recommender for Preventing Injuries During Motion Gaming.
IEEE Access, 2019

Promoting Emotional Well-Being with Angry-Birds-like Gameplay on Pixel Image Levels.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019

Player Dominance Adjustment Motion Gaming AI for Health Promotion.
Proceedings of the Motion, Interaction and Games, 2019

Dancing ICE: A Rhythm Game to Control the Amount of Movement Through Pre-Recorded Healthy Moves.
Proceedings of the Motion, Interaction and Games, 2019

Improving Brain Memory through Gaming Using Hand Clenching and Spreading.
Proceedings of the Motion, Interaction and Games, 2019

Player Dominance Adjustment: Promoting Self-Efficacy and Experience of Game Players by Adjusting Dominant Power.
Proceedings of the IEEE 8th Global Conference on Consumer Electronics, 2019

Enhance Physical and Mental Well-Being of Game Players in an Endless Running Game.
Proceedings of the IEEE 8th Global Conference on Consumer Electronics, 2019

Towards an Angry-Birds-Like Game System for Promoting Mental Well-Being of Players using Art-Therapy-Embedded Procedural Content Generation.
Proceedings of the IEEE 8th Global Conference on Consumer Electronics, 2019

Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment.
Proceedings of the IEEE Conference on Games, 2019

An Angry Birds Level Generator with Rube Goldberg Machine Mechanisms.
Proceedings of the IEEE Conference on Games, 2019

TGIF!: Selecting the most healing TNT by optical flow.
Proceedings of the Symposium Interpretable AI for Well-being: Understanding Cognitive Bias and Social Embeddedness co-located with Association for the Advancement of Artificial Intelligence 2019 Spring Symposium (AAAI-Spring Symposium 2019), 2019

2018
Mossar: motion segmentation by using splitting and remerging strategies.
Multim. Tools Appl., 2018

Blow Up Depression with In-Game TNTs.
Proceedings of the IEEE 7th Global Conference on Consumer Electronics, 2018

An Angry Birds-like Game System for Promoting Players' Emotion.
Proceedings of the IEEE 7th Global Conference on Consumer Electronics, 2018

A Personalized Method for Calorie Consumption Assessment.
Proceedings of the 2018 AAAI Spring Symposia, 2018

2017
UKI: universal Kinect-type controller by ICE Lab.
Softw. Pract. Exp., 2017

Towards adaptive motion gaming AI with player's behavior modeling for health promotion.
Proceedings of the IEEE 6th Global Conference on Consumer Electronics, 2017

Intelligent assistant for providing instructions and recommending motions during full-body motion gaming.
Proceedings of the IEEE 6th Global Conference on Consumer Electronics, 2017

Adaptive Motion Gaming AI for Health Promotion.
Proceedings of the 2017 AAAI Spring Symposia, 2017

2016
Virtual reality system for fire evacuation training in a 3D virtual world.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

Towards ergonomie exergaming.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

Piano learning application with feedback provided by an AR virtual character.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

2015
Towards universal kinect interface for fighting games.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Investigating Kinect-based fighting game AIs that encourage their players to use various skills.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Body motion design and analysis for fighting game interface.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015


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