Alessandro Canossa

Orcid: 0000-0002-5852-9287

Affiliations:
  • Royal Danish Academy, Copenhagen, Denmark
  • Northeastern University, Boston, MA, USA


According to our database1, Alessandro Canossa authored at least 61 papers between 2008 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
How Human-Centered Explainable AI Interface Are Designed and Evaluated: A Systematic Survey.
CoRR, 2024

2023
Let the Players Go! - Substituting Excessive Handholding with Autonomous Experiences.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023

If You Can't Beat Them, Join Them: How Text-to-Image Tools Can Be Leveraged in the 3D Modelling Process.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023

From Teams to Games: Connecting Game Development to Game Characteristics.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023

2022
Predicting Success Factors of Video Game Titles and Companies.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

From Data Humanism to Metaphorical Visualization - An Educational Game Case Study.
Proceedings of the HCI International 2022 - Late Breaking Posters, 2022

Validating Learning Games, a Case Study.
Proceedings of the HCI in Games, 2022

2021
For Honor, for Toxicity: Detecting Toxic Behavior through Gameplay.
Proc. ACM Hum. Comput. Interact., 2021

Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games.
CoRR, 2021

"Try, Try, Try Again: " Sequence Analysis of User Interaction Data with a Voice User Interface.
Proceedings of the CUI 2021, 2021

2020
Subsyst simulator: an interactive infographic for knowledge transfer.
Proceedings of the VINCI 2020: The 13th International Symposium on Visual Information Communication and Interaction, 2020

Hold My Hand: Impact of Intimate Controllers on Player Experience.
Proceedings of the IEEE Conference on Games, 2020

2019
Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division.
Proceedings of the IEEE Conference on Games, 2019

Identifying Cognitive Load in a Computer Game: An exploratory study of young children.
Proceedings of the IEEE Conference on Games, 2019

Influencers in Multiplayer Online Shooters: Evidence of Social Contagion in Playtime and Social Play.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Introduction to the special issue on visual game analytics.
Inf. Vis., 2018

Seagull: A bird's-eye view of the evolution of technical games research.
Entertain. Comput., 2018

UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Like a DNA String: Sequence-Based Player Profiling in <i>Tom Clancy's The Division</i>.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Modeling Individual Differences in Game Behavior Using HMM.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Eliciting Emotions in Design of Games - a Theory Driven Approach.
Proceedings of the 4th Workshop on Emotions and Personality in Personalized Systems co-located with ACM Conference on Recommender Systems (RecSys 2016), 2016

G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Games Research Today: Analyzing the Academic Landscape 2000-2014.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Towards a Procedural Evaluation Technique: Metrics for Level Design.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

In Your Face(t) Impact of Personality and Context on Gameplay Behavior.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Tool Design Jam: Designing tools for Games User Research.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Anticipatory Gaze Shifts during Navigation in a Naturalistic Virtual Environment.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Gamifying Research: Strategies, Opportunities, Challenges, Ethics.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2014
Measuring Learning in Video Games: A Case Study.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

A bottom-up method for developing a trait-based model of player behavior.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2013
Behavior evolution in Tomb Raider Underworld.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Give me a reason to dig Minecraft and psychology of motivation.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Erratum.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Introduction.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Jim Baer and Daniel McCaffrey from Zynga.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Game Analytics - The Basics.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Gameplay Metrics in Game User Research: Examples from the Trenches.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Benefits of Game Analytics: Stakeholders, Contexts and Domains.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Simon Egenfeldt Nielsen from Serious Games Interactive.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Ola Holmdahl and Ivan Garde from Junebud.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Simon Møller from Kiloo.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Nicklas "Nifflas" Nygren.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Aki Järvinen from Digital Chocolate.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Meaning in Gameplay: Filtering Variables, Defining Metrics, Extracting Features and Creating Models for Gameplay Analysis.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Nicholas Francis and Thomas Hagen from Unity Technologies.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Give me a reason to dig: qualitative associations between player behavior in Minecraft and life motives.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Resource systems in games: An analytical approach.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

How players lose interest in playing a game: An empirical study based on distributions of total playing times.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Evaluating motion: spatial user behaviour in virtual environments.
Int. J. Arts Technol., 2011

Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration.
Proceedings of the Foundations of Digital Games, 2011

2010
Predicting player behavior in Tomb Raider: Underworld.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2009
Towards gameplay analysis via gameplay metrics.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009

Analyzing spatial user behavior in computer games using geographic information systems.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009

Play-Personas: Behaviours and Belief Systems in User-Centred Game Design.
Proceedings of the Human-Computer Interaction, 2009

Analyzing user behavior via gameplay metrics.
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009

Making Sense of Game Aesthetics [Panel Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Patterns of Play: Play-Personas in User-Centred Game Development.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Player modeling using self-organization in Tomb Raider: Underworld.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

2008
Defining personas in games using metrics.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008


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