William L. Raffe

Orcid: 0000-0001-5310-0943

According to our database1, William L. Raffe authored at least 38 papers between 2011 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Better Understanding of Humans for Cooperative AI through Clustering.
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

Affective Visualization in Virtual Reality: An Integrative Review.
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
Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game.
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

Emotion visualization in Virtual Reality: An integrative review.
CoRR, 2020

Emotion Recognition Techniques for Geriatric Users: A Snapshot.
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

A Review of Agency Architectures in Interactive Drama Systems.
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

Mysterious Murder - MCTS-driven Murder Mystery Generation.
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

Last Island: Exploring Transitions to Sustainable Futures through Play.
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
Learning Options From Demonstrations: APac-ManCase Study.
IEEE Trans. Games, 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

Measuring player skill using dynamic difficulty adjustment.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

Player retention in league of legends: a study using survival analysis.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

2017
Monte Carlo tree search based algorithms for dynamic difficulty adjustment.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

2016
Dynamic Choice of State Abstraction in Q-Learning.
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

Enhancing theme park experiences through adaptive cyber-physical play.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Combining Monte Carlo tree search and apprenticeship learning for capture the flag.
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

Learning Options for an MDP from Demonstrations.
Proceedings of the Artificial Life and Computational Intelligence, 2015

2013
Neuroevolution of content layout in the PCG: Angry bots video game.
Proceedings of the IEEE Congress on Evolutionary Computation, 2013

2012
A survey of procedural terrain generation techniques using evolutionary algorithms.
Proceedings of the IEEE Congress on Evolutionary Computation, 2012

2011
Evolving patch-based terrains for use in video games.
Proceedings of the 13th Annual Genetic and Evolutionary Computation Conference, 2011


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