Casper Harteveld

Orcid: 0000-0002-8164-0303

Affiliations:
  • Northeastern University, Boston, MA, USA


According to our database1, Casper Harteveld authored at least 79 papers between 2007 and 2023.

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Bibliography

2023
Mapping the Typographic Latent Space of Digits.
Proceedings of the First Tiny Papers Track at ICLR 2023, 2023

GeoExplorer and Gender Identity: The Impact of Gender in a Game-Based Learning Environment.
Proceedings of the IEEE Frontiers in Education Conference, 2023

Designing for Playfulness in Human-AI Authoring Tools.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Exploring the Role of AI-Generated Feedback Tangential to Learning Outcomes.
Proceedings of the IEEE Conference on Games, 2023

The Teaching Efficacy of the Protégé Effect in Gamified Education.
Proceedings of the IEEE Conference on Games, 2023

Sustainable HCI Under Water: Opportunities for Research with Oceans, Coastal Communities, and Marine Systems.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Thought Bubbles: A Proxy into Players' Mental Model Development.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Cautious Curiosity: A Novel Approach to a Human-Like Gameplay Agent.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

Probabilistic Logic Programming Semantics For Procedural Content Generation.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
"I Want To See How Smart This AI Really Is": Player Mental Model Development of an Adversarial AI Player.
Proc. ACM Hum. Comput. Interact., 2022

Alienated Serendipity and Reflective Failure: Exploring Queer Game Mechanics and Queerness in Games via Queer Temporality.
Proc. ACM Hum. Comput. Interact., 2022

miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022

MuscleRehab: Improving Unsupervised Physical Rehabilitation by Monitoring and Visualizing Muscle Engagement.
Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022

"Rather Solve the Problem from Scratch": Gamesploring Human-Machine Collaboration for Optimizing the Debris Collection Problem.
Proceedings of the IUI 2022: 27th International Conference on Intelligent User Interfaces, Helsinki, Finland, March 22, 2022

Magic Mirror on the Wall: Reflecting the Realities of Lower Limb Rehabilitation in Virtual Reality.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

How Can Game-Based Learning Affect Engineering Students' Confidence?
Proceedings of the IEEE Frontiers in Education Conference, 2022

Preliminary Development and Assessment of Engineering Judgment through Mixed-Reality Game-Based Learning.
Proceedings of the IEEE Frontiers in Education Conference, 2022

Towards Non-Technical Designer Control over PCG Systems: Investigating an Example-Based Mechanism for Controlling Graph Grammars.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Ticket to the Mind: A Mobile Eye-Tracking Exploration of Game Media and Cognitive Functions.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Guiding Game Design Decisions via Eye-Tracking: An Indie Game Case Study.
Proceedings of the ETRA 2022: Symposium on Eye Tracking Research and Applications, Seattle, WA, USA, June 8, 2022

"Guilty of Talking Too Much": How Psychotherapists Gamify Therapy.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

To Trust or to Stockpile: Modeling Human-Simulation Interaction in Supply Chain Shortages.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
From Flow to Fuse: A Cognitive Perspective.
Proc. ACM Hum. Comput. Interact., 2021

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

Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team Performance.
CoRR, 2021

Mixed Reality Learning Environments in Times of Pandemic: What Can We Learn?
Proceedings of the IEEE Frontiers in Education Conference, 2021

Player-AI Interaction: What Neural Network Games Reveal About AI as Play.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

"Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

"Constant Pressure of Having to Perform": Exploring Player Health Concerns in Esports.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

VINS: Visual Search for Mobile User Interface Design.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Guiding Generative Graph Grammars of Dungeon Mission Graphs via Examples.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

"Are We Now Post-COVID?": Exploring Post-COVID Futures Through a Gamified Story Completion Method.
Proceedings of the DIS '21: Designing Interactive Systems Conference 2021, 2021

2020
What Do Students Learn About Experimental Research by Designing Interactive Fiction Games?
Proceedings of the Interdisciplinarity in the Learning Sciences: Proceedings of the 14th International Conference of the Learning Sciences, 2020

Gaming4All: Reflecting on Diversity, Equity, and Inclusion for Game-Based Engineering Education.
Proceedings of the IEEE Frontiers in Education Conference, 2020

All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

"And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay Analysis.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

The Importance of Pilot Studies for Gamified Research: Pre-Testing Gamettes to Study Supply Chain Decisions.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive Visualization.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Preliminary Development and Evaluation of the Mini Player Experience Inventory (mPXI).
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

"And This, Kids, Is How I Met Your Mother": Consumerist, Mundane, and Uncanny Futures with Sex Robots.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Introducing Gamettes: A Playful Approach for Capturing Decision-Making for Informing Behavioral Models.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Learning from Gamettes: Imitating Human Behavior in Supply Chain Decisions.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Towards a generalized player model through the PEAS framework.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Evaluation of an automatically-constructed graph-based representation for interactive narrative.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

The computational puzzle design framework: a design guide for games teaching computational thinking.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Teamwork and adaptation in games (TAG): a survey to gauge teamwork.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Gamifying psychological assessment: insights from gamifying the thematic apperception test.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Bad Smells in Scratch Projects: A Preliminary Analysis.
Proceedings of the 2nd Systems of Assessments for Computational Thinking Learning workshop (TACKLE 2019) co-located with 14th European Conference on Technology Enhanced Learning (EC-TEL 2019), 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

Is My Game OK Dr. Scratch?: Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEM.
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019

2018
An Integrated simulation Framework for examining Resiliency in pharmaceutical supply Chains considering Human Behaviors.
Proceedings of the 2018 Winter Simulation Conference, 2018

The Development of a Methodology for Gamifying Surveys.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Exploratory Automated Analysis of Structural Features of Interactive Narrative.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Personalized Gaming for Motivating Social and Behavioral Science Participation.
Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces, 2017

Design of Playful Authoring Tools for Social and Behavioral Science.
Proceedings of the Companion Publication of the 22nd International Conference on Intelligent User Interfaces, 2017

AI-assisted analysis of player strategy across level progressions in a puzzle game.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Exploring emerging design patterns in student-made climate change games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

On the Automatic Assessment of Computational Thinking Skills: A Comparison with Human Experts.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Effects of the Advisor and Environment on Requesting and Complying With Automated Advice.
ACM Trans. Interact. Intell. Syst., 2016

Design Insights into the Creation and Evaluation of a Computer Science Educational Game.
Proceedings of the 47th ACM Technical Symposium on Computing Science Education, 2016

Standing on the Shoulders of Citizens: Exploring Gameful Collaboration for Creating Social Experiments.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Modeling player decisions in a supply chain game.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Toward Human in the Loop Optimization Through Game-Based Experiments.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Opening the Black Box of Play: Strategy Analysis of an Educational Game.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Assessing Computational Thinking in Students' Game Designs.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Design Approach for Collaborative Cognitive Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

The Role of Environmental Predictability and Costs in Relying on Automation.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

The Goal of Scoring: Exploring the Role of Game Performance in Educational Games.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

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

2014
The research and evaluation of serious games: Toward a comprehensive methodology.
Br. J. Educ. Technol., 2014

2013
The Move Beyond Edutainment: Have We Learnt Our Lessons from Entertainment Games?
Proceedings of the Games and Learning Alliance - Second International Conference, 2013

2011
Triadic Game Design - Balancing Reality, Meaning and Play.
Springer, ISBN: 978-1-8499-6156-1, 2011

2009
Improving Serious Game Design with Collaborative Storytelling.
Proceedings of the 2nd International Workshop on Story-Telling and Educational Games, 2009

Press Enter or Escape to Play - Deconstructing Escapism in Multiplayer Gaming.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

2007
Balancing Pedagogy, Game and Reality Components Within a Unique Serious Game for Training Levee Inspection.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2007


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