Benjamin Cowley

Orcid: 0000-0001-8828-2994

Affiliations:
  • University of Helsinki, Finland


According to our database1, Benjamin Cowley authored at least 29 papers between 2006 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
Seeking Flow from Fine-Grained Log Data.
Proceedings of the 44th IEEE/ACM International Conference on Software Engineering: Software Engineering Education and Training, 2022

2021
Augmented Virtual Reality Meditation: Shared Dyadic Biofeedback Increases Social Presence Via Respiratory Synchrony.
ACM Trans. Soc. Comput., 2021

The link between flow and performance is moderated by task experience.
Comput. Hum. Behav., 2021

2020
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing.
Proceedings of the HCI in Games, 2020

Behavlet Analytics for Player Profiling and Churn Prediction.
Proceedings of the HCI International 2020 - Late Breaking Papers: Cognition, Learning and Games, 2020

2017
Computational testing for automated preprocessing: a Matlab toolbox to enable large scale electroencephalography data processing.
PeerJ Comput. Sci., 2017

Green My Place: Evaluation of a Serious Social Online Game Designed to Promote Energy Efficient Behaviour Change.
Int. J. Serious Games, 2017

2016
Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features.
User Model. User Adapt. Interact., 2016

Computational testing for automated preprocessing: a matlab toolbox for better electroencephalography data processing.
PeerJ Prepr., 2016

The Psychophysiology Primer: A Guide to Methods and a Broad Review with a Focus on Human-Computer Interaction.
Found. Trends Hum. Comput. Interact., 2016

A short review and primer on electromyography in human computer interaction applications.
CoRR, 2016

A short review and primer on respiration in human computer interaction applications.
CoRR, 2016

A short review and primer on event-related potentials in human computer interaction applications.
CoRR, 2016

A short review and primer on electrodermal activity in human computer interaction applications.
CoRR, 2016

Adaptive Artificial Intelligence in Games: Issues, Requirements, and a Solution through Behavlets-based General Player Modelling.
CoRR, 2016

Utility of a Behavlets approach to a Decision theoretic predictive player model.
CoRR, 2016

Short Literature Review for a General Player Model Based on Behavlets.
CoRR, 2016

How to advance general game playing artificial intelligence by player modelling.
CoRR, 2016

A short review and primer on electroencephalography in human computer interaction applications.
CoRR, 2016

2015
Feasibility of an electrodermal activity ring prototype as a research tool.
Proceedings of the 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2015

2014
Learning When Serious: Psychophysiological Evaluation of a Technology-Enhanced Learning Game.
J. Educ. Technol. Soc., 2014

2013
Real-time rule-based classification of player types in computer games.
User Model. User Adapt. Interact., 2013

Learning loops - interactions between guided reflection and experience-based learning in a serious game activity.
J. Comput. Assist. Learn., 2013

Cardiovascular physiology predicts learning effects in a serious game activity.
Comput. Educ., 2013

2011
Learning principles and interaction design for 'Green My Place': A massively multiplayer serious game.
Entertain. Comput., 2011

2009
Player profiling and modelling in computer and video games.
PhD thesis, 2009

Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modeling.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

2008
Toward an understanding of flow in video games.
Comput. Entertain., 2008

2006
User-System-Experience Model for User Centered Design in Computer Games.
Proceedings of the Adaptive Hypermedia and Adaptive Web-Based Systems, 2006


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