Cyril Brom

Orcid: 0000-0001-5945-0514

According to our database1, Cyril Brom authored at least 87 papers between 2005 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
'The internet is in the satellites!': A systematic review of 3-15-year-olds' conceptions about the internet.
Educ. Inf. Technol., November, 2023

"What Is Inside a Computer?": Preconceptions About Computer Principles in 6-9-Graders.
Proceedings of the 18th WiPSCE Conference on Primary and Secondary Computing Education Research, 2023

"Are There Gears and Belts Inside the Computer?": Preliminary Results of Research on Preconceptions of 6-9-Graders.
Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 2, 2023

What Does the Internet Look Like? Novice Primary School Teachers' Preconceptions about the Internet: Preliminary Results.
Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 2, 2023

Principles of Computers and the Internet - Model Lessons for Primary School Children: Experience Report.
Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 1, 2023

2022
Internet in the mind of children: Mental maps of beginner and advanced 5th and 9th graders.
Proceedings of the WiPSCE '22: The 17th Workshop in Primary and Secondary Computing Education, Morschach, Switzerland, 31 October 2022, 2022

Preconceptions and attitudes of pre-service primary school teachers: towards teaching the principles of the Internet.
Proceedings of the WiPSCE '22: The 17th Workshop in Primary and Secondary Computing Education, Morschach, Switzerland, 31 October 2022, 2022

2021
Can video games change attitudes towards history? Results from a laboratory experiment measuring short- and long-term effects.
J. Comput. Assist. Learn., 2021

Is contextual animation needed in multimedia learning games for children? An eye tracker study.
J. Comput. Assist. Learn., 2021

Customization in educational computer games and its effect on learning: Experimental study with primary school children.
J. Comput. Assist. Learn., 2021

Can narrative cutscenes improve home learning from a math game? An experimental study with children.
Br. J. Educ. Technol., 2021

2020
To solve or to observe? The case of problem-solving interactivity within child learning games.
J. Comput. Assist. Learn., 2020

Teaching primary school children about computer viruses: preliminary results of an intervention study.
Proceedings of the WiPSCE '20: Workshop in Primary and Secondary Computing Education, 2020

Fostering Knowledge of Computer Viruses among Children: The Effects of a Lesson with a Cartoon Series.
Proceedings of the Koli Calling '20: 20th Koli Calling International Conference on Computing Education Research, 2020

2019
Anthropomorphisms in multimedia learning: Attract attention but do not enhance learning?
J. Comput. Assist. Learn., 2019

Children like it more but don't learn more: Effects of esthetic visual design in educational games.
Br. J. Educ. Technol., 2019

Eight-Year-Olds' Conceptions of Computer Viruses: A Quantitative Study.
Proceedings of the 14th Workshop in Primary and Secondary Computing Education, 2019

2018
Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

Video Games and Attitude Change - Can We Reliably Measure This? The Challenges of Empirical Study Design.
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018

2017
Using Behavior Objects to Manage Complexity in Virtual Worlds.
IEEE Trans. Comput. Intell. AI Games, 2017

The role of cultural background in the personalization principle: Five experiments with Czech learners.
Comput. Educ., 2017

Enjoyment or involvement? Affective-motivational mediation during learning from a complex computerized simulation.
Comput. Educ., 2017

2016
You like it, you learn it: affectivity and learning in competitive social role play gaming.
Int. J. Comput. Support. Collab. Learn., 2016

To Plan or to Simply React? An Experimental Study of Action Planning in a Game Environment.
Comput. Intell., 2016

Eye Tracking in Emotional Design Research: What are its Limitations?
Proceedings of the 9th Nordic Conference on Human-Computer Interaction, Gothenburg, Sweden, October 23, 2016

A Comparative Study of Programming Agents in POSH and GOAL.
Proceedings of the 8th International Conference on Agents and Artificial Intelligence (ICAART 2016), 2016

2015
Formation and disruption of tonotopy in a large-scale model of the auditory cortex.
J. Comput. Neurosci., 2015

Playing educational micro-games at high schools: Individually or collectively?
Comput. Hum. Behav., 2015

Generating Side Quests from Building Blocks.
Proceedings of the Interactive Storytelling, 2015

2014
Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study.
Comput. Educ., 2014

Personalized messages in a brewery educational simulation: Is the personalization principle less robust than previously thought?
Comput. Educ., 2014

Why you should Empirically Evaluate your AI Tool - From SPOSH to yaPOSH.
Proceedings of the ICAART 2014, 2014

Smart Areas - A Modular Approach to Simulation of Daily Life in an Open World Video Game.
Proceedings of the ICAART 2014, 2014

Modular Behavior Trees: Language for Fast AI in Open-World Video Games.
Proceedings of the ECAI 2014 - 21st European Conference on Artificial Intelligence, 18-22 August 2014, Prague, Czech Republic, 2014

An AI System for Large Open Virtual World.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
DyBaNeM: Bayesian Episodic Memory Framework for Intelligent Virtual Agents.
Proceedings of the Intelligent Virtual Agents - 13th International Conference, 2013

SimDate3D - Level Two.
Proceedings of the Interactive Storytelling - 6th International Conference, 2013

Towards Automatic Story Clustering for Interactive Narrative Authoring.
Proceedings of the Interactive Storytelling - 6th International Conference, 2013

Planning and Reactive Agents in Dynamic Game Environments - An Experimental Study.
Proceedings of the ICAART 2013, 2013

2012
A computational model of the allocentric and egocentric spatial memory by means of virtual agents, or how simple virtual agents can help to build complex computational models.
Cogn. Syst. Res., 2012

Controlling Three Agents in a Quarrel: Lessons Learnt.
Proceedings of the Motion in Games - 5th International Conference, 2012

Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century - Notes on Design Concepts and Design Process.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Evolution of GameBots Project.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

When Planning Should Be Easy: On Solving Cumulative Planning Problems.
Proceedings of the Twenty-Fifth International Florida Artificial Intelligence Research Society Conference, 2012

Turning High-Schools into Laboratories? Lessons Learnt from Studies of Instructional Effectiveness of Digital Games in the Curricular Schooling System.
Proceedings of the E-Learning and Games for Training, Education, Health and Sports, 2012

HLA Proxy: Towards Connecting Agents to Virtual Environments by Means of High Level Architecture (HLA).
Proceedings of the Cognitive Agents for Virtual Environments, 2012

Generating Corpora of Activities of Daily Living and towards Measuring the Corpora's Complexity.
Proceedings of the Cognitive Agents for Virtual Environments, 2012

Does High-Level Behavior Specification Tool Make Production of Virtual Agent Behaviors Better?
Proceedings of the Cognitive Agents for Virtual Environments, 2012

Planning Is the Game: Action Planning as a Design Tool and Game Mechanism.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Toolkit for teaching steering behaviors for 3D human-like virtual agents (demonstration).
Proceedings of the International Conference on Autonomous Agents and Multiagent Systems, 2012

Pogamut toolkit (demonstration).
Proceedings of the International Conference on Autonomous Agents and Multiagent Systems, 2012

2011
Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study.
Comput. Educ., 2011

Notes on Pragmatic Agent-Programming with Jason.
Proceedings of the Programming Multi-Agent Systems - 9th International Workshop, 2011

When a Couple Goes Together: Walk along Steering.
Proceedings of the Motion in Games - 4th International Conference, 2011

To Date or Not to Date? A Minimalist Affect-Modulated Control Architecture for Dating Virtual Characters.
Proceedings of the Intelligent Virtual Agents - 11th International Conference, 2011

StoryFactory - A Tool for Scripting Machinimas in Unreal Engine 2 and UDK.
Proceedings of the Interactive Storytelling, 2011

How to Compare Usability of Techniques for the Specification of Virtual Agents' Behavior? An Experimental Pilot Study with Human Subjects.
Proceedings of the Agents for Educational Games and Simulations - International Workshop, 2011

2010
Implementing digital game-based learning in schools: augmented learning environment of 'Europe 2045'.
Multim. Syst., 2010

Emohawk: Learning Virtual Characters by Doing.
Proceedings of the Interactive Storytelling, 2010

Timing in episodic memory for virtual characters.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

A Periphery of Pogamut: From Bots to Agents and Back Again.
Proceedings of the Agents for Games and Simulations II, 2010

2009
Creating game bots in a few easy steps.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009

Extensions and Applications of Pogamut 3 Platform.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

Towards More Human-Like Episodic Memory for More Human-Like Agents.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

How Do Place and Objects Combine? "What-Where" Memory for Human-Like Agents.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

Emohawk: Searching for a "Good" Emergent Narrative.
Proceedings of the Interactive Storytelling, 2009

Creating 3D Virtual Characters for Games and Storytelling Applications in a Few Easy Steps.
Proceedings of the Interactive Storytelling, 2009

Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents.
Proceedings of the Agents for Games and Simulations, 2009

2008
Designing an Educational Game: Case Study of 'Europe 2045'.
Trans. Edutainment, 2008

Towards a novel paradigm for educational games: the augmented learning environment of 'Europe 2045'.
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era, 2008

3D Immersion in Virtual Agents Education.
Proceedings of the Interactive Storytelling, 2008

Agent-Based Simulation of Business Processes in a Virtual World.
Proceedings of the Hybrid Artificial Intelligence Systems, Third International Workshop, 2008

Educational game Europe 2045.
Proceedings of the Third International Conference on Digital Interactive Media in Entertainment and Arts, 2008

Hierarchical Petri Nets for Story Plots Featuring Virtual Humans.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Episodic Memory for Human-like Agents and Human-like Agents for Episodic Memory.
Proceedings of the Biologically Inspired Cognitive Architectures, 2008

2007
Story Manager in 'Europe 2045' Uses Petri Nets.
Proceedings of the Virtual Storytelling. Using Virtual Reality Technologies for Storytelling, 2007

What Does Your Actor Remember? Towards Characters with a Full Episodic Memory.
Proceedings of the Virtual Storytelling. Using Virtual Reality Technologies for Storytelling, 2007

Toolkits for Agent Development by Undergraduates and Non-Programmers.
Proceedings of the SOFSEM 2007: Theory and Practice of Computer Science, 2007

Towards Fast Prototyping of IVAs Behavior: Pogamut 2.
Proceedings of the Intelligent Virtual Agents, 7th International Conference, 2007

Simulation Level of Detail for Virtual Humans.
Proceedings of the Intelligent Virtual Agents, 7th International Conference, 2007

Towards Characters with a Full Episodic Memory.
Proceedings of the Intelligent Virtual Agents, 7th International Conference, 2007

Where Did I Put My Glasses? Determining Trustfulness of Records in Episodic Memory by Means of an Associative Network.
Proceedings of the Advances in Artificial Life, 9th European Conference, 2007

2006
Level-of-Detail in Behaviour of Virtual Humans.
Proceedings of the SOFSEM 2006: Theory and Practice of Computer Science, 2006

2005
GAL: Towards Large Simulations with Tens of Agents.
Proceedings of the Intelligent Virtual Agents, 5th International Working Conference, 2005

Virtual Agents in a Simulation of an ISO-Company.
Proceedings of the Intelligent Virtual Agents, 5th International Working Conference, 2005


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