William L. Raffe
Orcid: 0000-0001-5310-0943
According to our database1,
William L. Raffe
authored at least 38 papers
between 2011 and 2024.
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Bibliography
2024
Proceedings of the IEEE Conference on Games, 2024
2023
Corrigendum: Real-time affect detection in virtual reality: A technique based on a three-dimensional model of affect and EEG signals.
Frontiers Virtual Real., March, 2023
Leaving the NavMesh: An Ablative Analysis of Deep Reinforcement Learning for Complex Navigation in 3D Virtual Environments.
Proceedings of the AI 2023: Advances in Artificial Intelligence, 2023
2022
Real-time affect detection in virtual reality: a technique based on a three-dimensional model of affect and EEG signals.
Frontiers Virtual Real., 2022
Towards depression monitoring and prevention in older populations using smart wearables: Quantitative Findings.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022
2021
Effects of Level of Immersion on Virtual Training Transfer of Bimanual Assembly Tasks.
Frontiers Virtual Real., 2021
Frontiers Virtual Real., 2021
Heuristic Evaluation for Virtual Reality for Paediatric Cancer Patient: Perceptions of Healthcare Professionals.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021
Exploration Of Encoding And Decoding Methods For Spiking Neural Networks On The Cart Pole And Lunar Lander Problems Using Evolutionary Training.
Proceedings of the IEEE Congress on Evolutionary Computation, 2021
2020
ACM Trans. Comput. Hum. Interact., 2020
Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer Patients.
IEEE Trans. Games, 2020
Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling.
Environ. Model. Softw., 2020
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020
Generative Audio and Real-Time Soundtrack Synthesis in Gaming Environments: An exploration of how dynamically rendered soundtracks can introduce new artistic sound design opportunities and enhance the immersion of interactive audio spaces.
Proceedings of the OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, 2020
Proceedings of the IEEE Conference on Games, 2020
2019
Evaluating A VR-based Box and Blocks Test for Automatic Assessment of Manual Dexterity: A Preliminary Study in Parkinson's Disease.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019
Proceedings of the IEEE Conference on Games, 2019
Procedural Generation of Video Game Cities for Specific Video Game Genres Using WaveFunctionCollapse (WFC).
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Proceedings of the Australasian Computer Science Week Multiconference, 2019
Challenging AI: Evaluating the Effect of MCTS-Driven Dynamic Difficulty Adjustment on Player Enjoyment.
Proceedings of the Australasian Computer Science Week Multiconference, 2019
2018
Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderly.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018
Assessing user engagement with a fall prevention game as an unsupervised exercise program for older people.
Proceedings of the Australasian Computer Science Week Multiconference, 2018
Proceedings of the Australasian Computer Science Week Multiconference, 2018
Proceedings of the Australasian Computer Science Week Multiconference, 2018
2017
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017
2016
Proceedings of the ECAI 2016 - 22nd European Conference on Artificial Intelligence, 29 August-2 September 2016, The Hague, The Netherlands, 2016
Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
An Adaptive Training Framework for Increasing Player Proficiency in Games and Simulations.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
2015
Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms.
IEEE Trans. Comput. Intell. AI Games, 2015
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015
Player-Computer Interaction Features for Designing Digital Play Experiences across Six Degrees of Water Contact.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the Artificial Life and Computational Intelligence, 2015
2013
Proceedings of the IEEE Congress on Evolutionary Computation, 2013
2012
Proceedings of the IEEE Congress on Evolutionary Computation, 2012
2011
Proceedings of the 13th Annual Genetic and Evolutionary Computation Conference, 2011