Tengo que crear un estilo CSL para formatear estas entradas, averiguar bien cómo rescatar la información exacta que quiero de Mendeley (folders, groups…) y sacarla de la mejor manera (con URLs y enlaces, etc.).
Lo que tenemos en el grupo de Narratech Laboratories:
Mendeley Plugin: groupby = , sortby = year, sortorder = desc, filter =
Mendeley Plugin: using cached output
(2021) Desarrollo y evaluación de un videojuego serio para tratar la nictofobia
(2021) Desarrollo y evaluación de un videojuego serio para tratar la nictofobia
(2021) Diseño y Desarrollo de un Conjunto de Herramientas de Producción para Facilitar la Accesibilidad Auditiva en Videojuegos
(2021) Game Design as an Autonomous Research Subject, Information 2021, Vol. 12, Page 367 12(9), p. 367, Multidisciplinary Digital Publishing Institute, url, doi:10.3390/INFO12090367
(2021) Using Gestural Emotions Recognised Through a Neural Network as Input for an Adaptive Music System in Virtual Reality, Entertainment Computing, p. 100404, Elsevier, url, doi:10.1016/j.entcom.2021.100404
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
(2020) Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
(2020) Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
(2020) Formación de instructores de simuladores de vuelo basada en escenarios virtuales de entrenamiento
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
(2020) Battle Prediction System in StarCraft Combined with Topographic Considerations, Lecture Notes in Electrical Engineering 572 LNEE, p. 122-130, Springer, doi:10.1007/978-981-15-0187-6_14
(2020) Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual
() Diseño y desarrollo de personajes con presencia social en videojuegos de realidad virtual - E-Prints Complutense, url
(2020) Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final
() Creación de videojuegos de rol táctico mediante herramientas de desarrollo para el usuario final Creation of Tactical Role-Playing Games using Tools for End-User Development - E-Prints Complutense, url
(2020) Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine
() Planificación automática para el comportamiento de personajes de videojuegos como extensión de Unreal Engine Automatic planning for video game characters behavior as Unreal Engine plugin - E-Prints Complutense, url
(2020) Development of a User-Friendly Application for Creating Tactical Role-Playing Games, url
() (No Title), pdf
() Towards Basic Emotion Recognition using Players Body and Hands Pose in Virtual Reality Narrative Experiences, url
() (No Title), pdf
(2020) Developing an Automated Planning Tool for Non-Player Character Behavior, url
() (No Title), pdf
(2020) Who Trains the Trainers? Towards a Flight Instructors Simulator based on Training Scenarios, url
() (No Title), pdf
() Pac-Man or Pac-Bot? Exploring Subjective Perception of Players' Humanity in Ms. Pac-Man, url
() (No Title), pdf
() (No Title), url
() WELL PLAYED, url
() A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game, url
() (No Title), pdf
(2020) Building Non-player Character Behaviors By Imitation Using Interactive Case-Based Reasoning, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 12311 LNAI, doi:10.1007/978-3-030-58342-2_17
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, doi:10.35951/V1I2.26
(2019) Retos para diseñar una metodología para el estudio de la historia del videojuego en España, Communication & Methods 1(2), p. 181-195, Communication and Methods, doi:10.35951/V1I2.35
(2019) Retos para diseñar una metodología para el estudio de la historia del videojuego en España, Communication & Methods 1(2), p. 181-195, Communication and Methods, doi:10.35951/V1I2.35
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, doi:10.35951/V1I2.26
(2019) Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual
(2019) Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity
(2019) An Analysis of the Effects of Physical Abilities on RTS Game Outcome Using Machine Learning Approach, ICTC 2019 - 10th International Conference on ICT Convergence: ICT Convergence Leading the Autonomous Future, p. 929-933, Institute of Electrical and Electronics Engineers Inc., doi:10.1109/ICTC46691.2019.8939771
(2019) Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual
() Desarrollo de una aplicación para analizar y evaluar el comportamiento de oradores en realidad virtual - E-Prints Complutense, url
(2019) Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity
() Diseño de una Arquitectura de Sistemas Multiagente para Videojuegos basada en el modelo de Creencias, Deseos e Intenciones en Unity - E-Prints Complutense, url
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, doi:10.35951/v1i2.26
() Hacia una herramienta metodológica que optimice la eficacia del discurso: un caso de estudio aplicado a usuarios de videojuegos Towards a methodological tool for optimizing the efficacy of discourse analysis: a case study with video gamers - E-Prints Complutense, url
() Retos para diseñar una metodología para el estudio de la historia del videojuego en España | Comunicación y Métodos, url
(2019) Retos para diseñar una metodología para el estudio de la historia del videojuego en España, Communication & Methods 1(2), p. 181-195, Communication and Methods, url, doi:10.35951/v1i2.35
(2019) Hacia una herramienta metodológica que optimice la eficacia del discurso. Un caso de estudio aplicado a usuarios de videojuegos, Communication & Methods 1(2), p. 63-76, Communication and Methods, url, doi:10.35951/v1i2.26
() Hacia una herramienta metodológica que optimice la eficacia del discurso | Comunicación y Métodos, url
(2019) Jóvenes y videojuegos. Percepciones sobre su tratamiento informativo en los medios de comunicación, Estudios sobre el Mensaje Periodístico 25(1), p. 129-145, url, doi:10.5209/ESMP.63720
(2019) Story and Narrative Development for Video Games, url
() Toward a Network Analysis of Empathic and Exciting AI Conversation and Scenario
() On a Formal Treatment of Deception in Argumentative Dialogues
() Utilizing deception information for dialog management of doctor-patient conversations
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
(2018) Desarrollo de una herramienta de autoría en Unity para la creación de Juegos de Rol con combate basado en turnos
(2018) Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción
(2018) Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción
() Desarrollo de una plataforma para creación e investigación en videojuegos multijugador de deducción - E-Prints Complutense, url
(2018) Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity
() Desarrollo de un Sistema Multiagente basado en creencias, deseos e intenciones para modelar personajes autónomos en videojuegos utilizando Jason y Unity - E-Prints Complutense, url
(2018) An approach to basic emotion recognition through players body pose using virtual reality devices, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_5
(2018) Towards an emotion-driven adaptive system for video game music, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_25
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
(2017) Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
() Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos Development of a client-server application for the analysis of user experiences in virtual reality with visor movement tracking and hand signal recognition - E-Prints Complutense, url
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
(2017) Desarrollo de una aplicación cliente-servidor para análisis de experiencias de usuario en realidad virtual con seguimiento de movimiento del visor y reconocimiento gestual de las manos
(2017) Editorial, Entertainment Computing 22, p. 1, Elsevier B.V., doi:10.1016/j.entcom.2017.05.003
(2017) Preface for the special issue on Science in Videogames, Entertainment Computing 21, p. 95-96, Elsevier B.V., doi:10.1016/j.entcom.2017.02.001
(2017) The unexpected comfort of wearing headphones: Emotional and cognitive effects of headphone use when playing a bloody video game, Entertainment Computing 19, p. 43-52, Elsevier B.V., doi:10.1016/j.entcom.2016.10.004
(2017) Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data, Entertainment Computing 19, p. 65-81, Elsevier B.V., doi:10.1016/j.entcom.2016.12.002
() A machine learning approach to predict the winner in StarCraft based on influence maps - ScienceDirect, url
(2017) A machine learning approach to predict the winner in StarCraft based on influence maps, Entertainment Computing 19, p. 29-41, Elsevier B.V., doi:10.1016/j.entcom.2016.11.005
(2017) Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques
() Desarrollo de una herramienta de creación de videojuegos de rol táctico para escenarios isométricos compuestos por bloques - E-Prints Complutense, url
(2017) Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences, CEUR Workshop Proceedings 1957
(2017) FX interactive: Growth and decline of the Spanish video games publisher, CEUR Workshop Proceedings 1957
(2017) A study on an efficient spatialisation technique for near-field sound in video games, CEUR Workshop Proceedings 1957
(2017) Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man, CEUR Workshop Proceedings 1957
(2017) The Ergonomic Development of Video Game Controllers, doi:10.4172/2165-7556.1000209
() (No Title), pdf
() (No Title), pdf
(2016) Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención
(2016) Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención
() Un sistema de control autónomo para personajes de videojuegos basado en el modelo cognitivo Creencia-Deseo-Intención - E-Prints Complutense, url
() La realidad virtual y su aplicación en el tratamiento de la demencia: Una revisión de la literatura científica | La Ciencia al Servicio de la Salud, url
(2016) Influence of personal choices on lexical variability in referring expressions, Natural Language Engineering 22(2), doi:10.1017/S1351324915000182
(2016) A neuroevolution approach to imitating human-like play in Ms. Pac-man video game, CEUR Workshop Proceedings 1682
(2016) Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games, CEUR Workshop Proceedings 1682
(2016) "Who Am 'I' in the Game?": A Typology of the Modes of Ludic Subjectivity
() (17) (PDF) Measuring Presence: The Temple Presence Inventory, url
() Protege4Pizzas10Minutes - Protege Wiki, url
(2015) RTS AI Problems and Techniques, Encyclopedia of Computer Graphics and Games, p. 1-12, Springer International Publishing, doi:10.1007/978-3-319-08234-9_17-1
(2015) Modelling suspicion as a game mechanism for designing a computer-played investigation character, CEUR Workshop Proceedings 1394(January)
(2015) Improving the performance of a computer-controlled player in a maze chase game using evolutionary Programming on a finite-state machine, CEUR Workshop Proceedings 1394(January)
(2015) A naturalistic decision making perspective on studying intuitive decision making, Journal of Applied Research in Memory and Cognition 4(3), p. 164-168, Elsevier Inc., doi:10.1016/j.jarmac.2015.07.001
() Virtual Reality RPG Spoken Dialog System
() INVESTIGACIÓN SOBRE PSICOLOGIA DE LA MOTIVACIÓN EN LAS UNIVERSIDADES ESPAÑOLAS, url
(2014) A review of real-time strategy game AI, AI Magazine 35(4), p. 75-104, AI Access Foundation, doi:10.1609/aimag.v35i4.2478
(2014) To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships, Computers in Human Behavior 35, p. 107-115, url, doi:10.1016/j.chb.2014.02.023
(2013) P2P-based resource discovery in dynamic grids allowing multi-attribute and range queries, Parallel Computing 39(10), p. 615-637, doi:10.1016/j.parco.2013.08.003
(2013) A review of computational intelligence in RTS games, Proceedings of the 2013 IEEE Symposium on Foundations of Computational Intelligence, FOCI 2013 - 2013 IEEE Symposium Series on Computational Intelligence, SSCI 2013, p. 114-121, doi:10.1109/FOCI.2013.6602463
(2013) Film style and narration in Rashomon, Journal of Japanese and Korean Cinema 5(2), p. 21-36, url, doi:10.1386/jjkc.5.1-2.21_1
() Virtual storyteller: reader takes charge of story, url
() Generating Procedural Narrative - Nonadecimal Creative, url
() The emotional arcs of stories are dominated by six basic shapes, url
() El narrador en la ficción interactiva. El jardinero y el laberinto | Biblioteca Virtual Miguel de Cervantes, url
(2013) The Morality of Play, Games and Culture 8(5), p. 307-329, url, doi:10.1177/1555412013493133
(2012) Optimal weighted nearest neighbour classifiers, Annals of Statistics 40(5), p. 2733-2763, doi:10.1214/12-AOS1049
(2012) EmoTales: Creating a corpus of folk tales with emotional annotations, Language Resources and Evaluation 46(3), doi:10.1007/s10579-011-9140-5
(2012) Preface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS
(2012) Exploring body language as narrative interface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS, doi:10.1007/978-3-642-34851-8-19
(2010) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM
(2010) Assessing the Novelty of Computer-Generated Narratives Using Empirical Metrics 20, p. 565-588, doi:10.1007/s11023-010-9209-8
(2010) Assessing the novelty of computer-generated narratives using empirical metrics, Minds and Machines. Special Issue on Computational Creativity 20(4), p. 565–588
(2010) Semantic web approaches to the extraction and representation of emotions in texts, Semantic Web: Standards, Tools and Ontologies
(2010) Integration of linguistic markup into semantic models of folk narratives: The fairy tale use case, Proceedings of the 7th International Conference on Language Resources and Evaluation, LREC 2010
(2010) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM
(2010) Ontological reasoning for improving the treatment of emotions in text, Knowledge and Information Systems 25(3), p. 421-443
(2010) Longitudinal effects of media violence on aggression and empathy among German adolescents, Journal of Applied Developmental Psychology 31(5), p. 401-409, url, doi:10.1016/j.appdev.2010.07.003
(2009) A data mining approach to strategy prediction, CIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games, p. 140-147, doi:10.1109/CIG.2009.5286483
(2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing
(2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url
(2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial
(2008) A Testbed Environment for Interactive Storytellers
() An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, LNCS 5334, p. 83-88
() Juego Emergente: ¿Nuevas formas de contar historias en videojuegos? Emergent Game: New ways for storytelling in videogames?
() Narración Digital e Interactiva: Dirección automática de entornos virtuales, url
() Nº 8-REVISTA DE COMUNICACIÓN Y NUEVAS, url
() ËØÓÖÝ ÈÐÓØ ÒÒÖÖØØÓÒ ××× ÓÒ Ê
() Interactive Digital Storytelling: Automatic direction of virtual environments, url
() Evaluation of Automatic Generation of Basic Stories, url
(2008) Tesis doctoral
(2008) Intelligent moving of groups in real-time strategy games, 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008, p. 71-78, doi:10.1109/CIG.2008.5035623
(2008) A testbed environment for interactive storytellers, INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment
(2008) Revisiting character-based affective storytelling under a narrative BDI framework, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_13
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url
(2008) An intelligent plot-centric interface for mastering computer role-playing games, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_39
(2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment
(2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing
(2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial
(2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url
(2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments
(2007) RCEI: An API for Remote Control of Narrative Environments, LNCS 4871, p. 181-186
(2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url
(2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments
(2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2007) Ontological reasoning to configure emotional voice synthesis, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4524 LNCS
(2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14
(2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments
(2006) Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales
(2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report
(2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06
(2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis
(2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales
(2006) Evaluation of Automatic Generation of Basic Stories, New Generation Computing, Computational Paradigms and Computational Intelligence. Special issue: Computational Creativity 24(3), p. 289-302
(2006) Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) Automatic customization of non-player characters using players temperament, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4326 LNCS
(2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14
(2006) Genre and game studies: Toward a critical approach to video game genres, Simulation & Gaming 37(1), p. 6-23, url, doi:10.1177/1046878105282278
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association
(2005) A Generative and Case-based Implementation of Proppian Morphology, Joint International Conference of the Association for Computers and the Humanities and the Association for Literary and Linguistic Computing
(2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity
(2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies
(2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14
(2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.
(2005) Interactive storytelling in educational environments, p. 1
() Story Generators: Models and Approaches for the Generation of Literary Artefacts "Dream on": Designing the ideal Story Generator Algorithm ACH/ALLC 2005
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World
() Creativity Issues in Plot Generation, url
() Narrative Models: Narratology Meets Artificial Intelligence, url
() Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL
() Automatic Customization of Non-Player Characters using Players Temperament, url
() Ontological Reasoning to Configure Emotional Voice Synthesis
() Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm
(2005) A game architecture for emergent story-puzzles in a persistent world, Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
(2005) A Generative and Case-based Implementation of Proppian Morphology, Joint International Conference of the Association for Computers and the Humanities and the Association for Literary and Linguistic Computing
(2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity
(2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.
(2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14
(2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies
(2005) Story Plot Generation based on CBR, Knowledge-Based Systems. Special issue: AI-2004 18(4-5), p. 235-242
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association
(2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning
(2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity
(2004) Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity, European Conference on Case Based Reasoning. Joint Workshop on Computational Creativity
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
(2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
() A Description Logic Ontology for Fairy Tale Generation, url
() Transferring Game Mastering Laws to Interactive Digital Storytelling
() Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity
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() Story Plot Generation based on CBR, url
(2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment
(2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning
(2004) Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity, European Conference on Case Based Reasoning. Joint Workshop on Computational Creativity
(2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity
(2004) Transferring game mastering laws to interactive digital storytelling, Lecture Notes in Computer Science, p. 48–54, Springer, pdf
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
(2004) A case based reasoning approach to story plot generation, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 3155
(2003) The Video Game Lightning Rod, Information, Communication & Society 6(4), p. 523-550, url, doi:10.1080/1369118032000163240
(1996) Mortal Kombat (tm): The Effects of Violent Videogame Play on Males' Hostility and Cardiovascular Responding1, Journal of Applied Social Psychology 26(8), p. 717-730, url, doi:10.1111/j.1559-1816.1996.tb02740.x
(1995) Support-vector networks, Machine Learning 20(3), p. 273-297, Springer Science and Business Media LLC, doi:10.1007/bf00994018
(1995) Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data
() Leonid Berov - Institute of Cognitive Science, url
(1992) An introduction to kernel and nearest-neighbor nonparametric regression, American Statistician 46(3), p. 175-185, doi:10.1080/00031305.1992.10475879
(1992) VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY, Social Behavior and Personality: an international journal 20(1), p. 39-45, url, doi:10.2224/sbp.1992.20.1.39
(1988) Effects of Playing Videogames on Children's Aggressive and Other Behaviors1, Journal of Applied Social Psychology 18(5), p. 454-460, url, doi:10.1111/j.1559-1816.1988.tb00028.x
(1987) Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents, Journal of Research in Personality 21(2), p. 211-223, url, doi:10.1016/0092-6566(87)90008-0
(1987) The effects of video game play on young children's aggression, fantasy, and prosocial behavior, Journal of Applied Developmental Psychology 8(4), p. 453-462, url, doi:10.1016/0193-3973(87)90033-5
(1986) Video Games and Aggression in Children1, Journal of Applied Social Psychology 16(8), p. 726-744, url, doi:10.1111/j.1559-1816.1986.tb01755.x
(1969) A model of visual organization for the game of GO, Proceedings of the May 14-16, 1969, spring joint computer conference on XX - AFIPS '69 (Spring), p. 103, New York, New York, USA: ACM Press, url, doi:10.1145/1476793.1476819
(1936) THE USE OF MULTIPLE MEASUREMENTS IN TAXONOMIC PROBLEMS, Annals of Eugenics 7(2), p. 179-188, Wiley, doi:10.1111/j.1469-1809.1936.tb02137.x
Las mías, own:
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2021
(2021) Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality, Entertainment Computing 38, doi:10.1016/j.entcom.2021.100404
2020
(2020) Building Non-player Character Behaviors By Imitation Using Interactive Case-Based Reasoning, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 12311 LNAI, doi:10.1007/978-3-030-58342-2_17
2019
(2019) Towards Human-Like Bots Using Online Interactive Case-Based Reasoning, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 11680 LNAI, doi:10.1007/978-3-030-29249-2_21
2018
(2018) Towards an emotion-driven adaptive system for video game music, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_25
(2018) An approach to basic emotion recognition through players body pose using virtual reality devices, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_5
2017
(2017) Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man, CEUR Workshop Proceedings 1957
(2017) A study on an efficient spatialisation technique for near-field sound in video games, CEUR Workshop Proceedings 1957
(2017) FX interactive: Growth and decline of the Spanish video games publisher, CEUR Workshop Proceedings 1957
(2017) Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences, CEUR Workshop Proceedings 1957
2016
(2016) Influence of personal choices on lexical variability in referring expressions, Natural Language Engineering 22(2), doi:10.1017/S1351324915000182
(2016) A neuroevolution approach to imitating human-like play in Ms. Pac-man video game, CEUR Workshop Proceedings 1682
(2016) Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games, CEUR Workshop Proceedings 1682
2015
(2015) Improving the performance of a computer-controlled player in a maze chase game using evolutionary Programming on a finite-state machine, CEUR Workshop Proceedings 1394(January)
(2015) Modelling suspicion as a game mechanism for designing a computer-played investigation character, CEUR Workshop Proceedings 1394(January)
2012
(2012) EmoTales: Creating a corpus of folk tales with emotional annotations, Language Resources and Evaluation 46(3), doi:10.1007/s10579-011-9140-5
(2012) Preface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS
(2012) Exploring body language as narrative interface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS, doi:10.1007/978-3-642-34851-8-19
2010
(2010) Integration of linguistic markup into semantic models of folk narratives: The fairy tale use case, Proceedings of the 7th International Conference on Language Resources and Evaluation, LREC 2010
(2010) Semantic web approaches to the extraction and representation of emotions in texts, Semantic Web: Standards, Tools and Ontologies
(2010) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM
(2010) Assessing the novelty of computer-generated narratives using empirical metrics, Minds and Machines. Special Issue on Computational Creativity 20(4), p. 565–588
(2010) Ontological reasoning for improving the treatment of emotions in text, Knowledge and Information Systems 25(3), p. 421-443
2008
(2008) Revisiting character-based affective storytelling under a narrative BDI framework, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_13
(2008) A testbed environment for interactive storytellers, INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment
(2008) An intelligent plot-centric interface for mastering computer role-playing games, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_39
(2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial
(2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment
(2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url
(2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing
2007
(2007) Ontological reasoning to configure emotional voice synthesis, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4524 LNCS
(2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments
(2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
(2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url
(2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
2006
(2006) Automatic customization of non-player characters using players temperament, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4326 LNCS
(2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06
(2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis
(2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales
(2006) Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments
(2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url
(2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14
(2006) Evaluation of Automatic Generation of Basic Stories, New Generation Computing, Computational Paradigms and Computational Intelligence. Special issue: Computational Creativity 24(3), p. 289-302
2005
(2005) A game architecture for emergent story-puzzles in a persistent world, Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
(2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.
(2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14
(2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies
(2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity
(2005) A Generative and Case-based Implementation of Proppian Morphology, Joint International Conference of the Association for Computers and the Humanities and the Association for Literary and Linguistic Computing
(2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association
(2005) Story Plot Generation based on CBR, Knowledge-Based Systems. Special issue: AI-2004 18(4-5), p. 235-242
2004
(2004) A case based reasoning approach to story plot generation, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 3155
(2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment
(2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva
(2004) Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity, European Conference on Case Based Reasoning. Joint Workshop on Computational Creativity
(2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity
(2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning
(2004) Transferring game mastering laws to interactive digital storytelling, Lecture Notes in Computer Science, p. 48–54, Springer, pdf
En el folder de Mis publicaciones
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El grupo de Artificial Intelligence
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