D. Fox Harrell

According to our database1, D. Fox Harrell authored at least 50 papers between 2004 and 2020.

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

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Bibliography

2020
Hack.VR: A Programming Game in Virtual Reality.
CoRR, 2020

"I Don't See Color": Characterizing Players' Racial Attitudes and Experiences via an Anti-Bias Simulation Videogame.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Breakbeat Narratives: A Personalized, Conversational Interactive Storytelling System for Museum Education.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Foundations of Interaction in the Virtual Reality Medium.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Identifying Regional Trends in Avatar Customization.
IEEE Trans. Games, 2019

Chimeria: Grayscale MOOC: Towards Critical Self-Reflection at Scale.
Proceedings of the Sixth ACM Conference on Learning @ Scale, 2019

2018
From 2, 772 segments to five personas: Summarizing a diverse online audience by generating culturally adapted personas.
First Monday, 2018

Enabling Critical Self-Reflection through Roleplay with Chimeria: Grayscale.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

The Effects of Badges and Avatar Identification on Play and Making in Educational Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Reimagining the avatar dream: modeling social identity in digital media.
Commun. ACM, 2017

Generating Cultural Personas from Social Data: A Perspective of Middle Eastern Users.
Proceedings of the 5th International Conference on Future Internet of Things and Cloud Workshops, 2017

<i>MazeStar</i>: a platform for studying virtual identity and computer science education.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Culturally-Grounded Analysis of Everyday Creativity in Social Media: A Case Study in Qatari Context.
Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, 2017

Playable Experiences at AIIDE 2017.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Provoking Imagination and Emotion Through a Lively Mobile Phone: A User Experience Study.
Interact. Comput., 2016

Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Exploring the Effects of Encouragement in Educational Games.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Exploring the Impact of Avatar Color on Game Experience in Educational Games.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Designing and Analyzing Swing Compass: A Lively Interactive System Provoking Imagination and Affect for Persuasion.
Proceedings of the Persuasive Technology - 10th International Conference, 2015

Developing Computational Models of Players' Identities and Values from Videogame Avatars.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Mazzy: A STEM Learning Game.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Exigent: An Automatic Avatar Generation System.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Understanding players' identities and behavioral archetypes from avatar customization data.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Toward avatar models to enhance performance and engagement in educational games.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Exploring the Impact of Role Model Avatars on Game Experience in Educational Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Toward Telemetry-driven Analytics for Understanding Players and their Avatars in Videogames.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Authoring conversational narratives in games with the Chimeria platform.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

The Chimeria Platform: User Empowerment through Expressing Social Group Membership Phenomena.
Proceedings of the 9th Annual International Conference of the Alliance of Digital Humanities Organizations, 2014

An approach to general videogame evaluation and automatic generation using a description language.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Developing Social Identity Models of Players from Game Telemetry Data.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Slant: A Blackboard System to Generate Plot, Figuration, and Narrative Discourse Aspects of Stories.
Proceedings of the Fourth International Conference on Computational Creativity, 2013

A Digital Humanities Approach to the Design of Gesture-Driven Interactive Narratives.
Proceedings of the 8th Annual International Conference of the Alliance of Digital Humanities Organizations, 2013

The Advanced Identity Representation (AIR) Project: A Digital Humanities Approach to Social Identity Pedagogy.
Proceedings of the 8th Annual International Conference of the Alliance of Digital Humanities Organizations, 2013

Computationally Modeling Narratives of Social Group Membership with the Chimeria System.
Proceedings of the 2013 Workshop on Computational Models of Narrative, 2013

Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Invited Talks.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
The arts, HCI, and innovation policy discourse: invited panel.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Steps Toward the AIR Toolkit: An Approach to Modeling Social Identity Phenomena in Computational Media.
Proceedings of the Second International Conference on Computational Creativity, 2011

A reading of <i>skeleton seas of mare incognitum</i>: an interactive fiction expedition in curveship.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Enduring interaction: an approach to analysis and design of animated gestural interfaces in creative computing systems.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

2010
The generative visual renku project: integrating multimedia semantics, animation, and interface design.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

A Cultural Computing Approach to Interactive Narrative: The Case of the Living Liberia Fabric.
Proceedings of the Computational Models of Narrative, 2010

Style: A Computational and Conceptual Blending-Based Approach.
Proceedings of the Structure of Style, 2010

2009
Computational and cognitive infrastructures of stigma: empowering identity in social computing and gaming.
Proceedings of the 7th Conference on Creativity & Cognition, Berkeley, 2009

Agency Play: Dimensions of Agency for Interactive Narrative Design.
Proceedings of the Intelligent Narrative Technologies II, 2009

2008
Daydreaming with Intention: Scalable Blending-Based Imagining and Agency in Generative Interactive Narrative.
Proceedings of the Creative Intelligent Systems, 2008

2006
Metalogic, Qualia, and Identity on Neptune's Great Moon: Meaning and Mathematics in the Works of Joseph A. Goguen and Samuel R. Delany.
Proceedings of the Algebra, Meaning, and Computation, 2006

2004
Style as a Choice of Blending Principles.
Proceedings of the Style and Meaning in Language, 2004


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