Fabio Zambetta

Orcid: 0000-0003-4133-7913

According to our database1, Fabio Zambetta authored at least 72 papers between 2001 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Exploring Audio Interfaces for Vertical Guidance in Augmented Reality via Hand-Based Feedback.
IEEE Trans. Vis. Comput. Graph., May, 2024

2023
Brain-Computer Integration: A Framework for the Design of Brain-Computer Interfaces from an Integrations Perspective.
ACM Trans. Comput. Hum. Interact., December, 2023

Stress visualization in geometrically complex structures using Thermoelastic Stress Analysis and Augmented Reality.
Proceedings of the 29th ACM Symposium on Virtual Reality Software and Technology, 2023

Replicability and Transparency for the Creation of Public Human User Video Game Datasets.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

XR towards tele-guidance: mixing realities in assistive technologies for blind and visually impaired people.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Evoking empathy with visually impaired people through an augmented reality embodiment experience.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

Immersive tele-guidance towards evoking empathy with people who are vision impaired.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2023

SCONE-GAN: Semantic Contrastive learning-based Generative Adversarial Network for an end-to-end image translation.
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2023

SAGE: Generating Symbolic Goals for Myopic Models in Deep Reinforcement Learning.
Proceedings of the AI 2023: Advances in Artificial Intelligence, 2023

2022
Oracle-SAGE: Planning Ahead in Graph-Based Deep Reinforcement Learning.
Proceedings of the Machine Learning and Knowledge Discovery in Databases, 2022

Evaluating micro-guidance sonification methods in manual tasks for Blind and Visually Impaired people.
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022, 2022

Towards Discriminant Analysis Classifiers Using Online Active Learning via Myoelectric Interfaces.
Proceedings of the Thirty-Sixth AAAI Conference on Artificial Intelligence, 2022

2021
Cooking in the Dark: Exploring Spatial Audio as MR Assistive Technology for the Visually Impaired.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Telepathic Play: Towards Playful Experiences Based on Brain-to-brain Interfacing.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

SIGHInt: Special Interest Group for Human-Computer Integration.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game.
ACM Trans. Comput. Hum. Interact., 2020

Neo-Noumena.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Neo-Noumena: Augmenting Emotion Communication.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Approximating Optimisation Solutions for Travelling Officer Problem with Customised Deep Learning Network.
CoRR, 2019

Exploring Apprenticeship Learning for Player Modelling in Interactive Narratives.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Towards Understanding the Design of Positive Pre-sleep Through a Neurofeedback Artistic Experience.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Deriving Subgoals Autonomously to Accelerate Learning in Sparse Reward Domains.
Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, 2019

2018
Learning Options From Demonstrations: APac-ManCase Study.
IEEE Trans. Games, 2018

Exploration in Continuous Control Tasks via Continually Parameterized Skills.
IEEE Trans. Games, 2018

Integrating Skills and Simulation to Solve Complex Navigation Tasks in Infinite Mario.
IEEE Trans. Games, 2018

Narrative Improvisation: Simulating Game Master Choices.
Proceedings of the Interactive Storytelling, 2018

Informing a BDI Player Model for an Interactive Narrative.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Measuring player skill using dynamic difficulty adjustment.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

2017
A BDI Game Master Agent for Computer Role-Playing Games.
Comput. Entertain., 2017

Real-Time Navigation in Classical Platform Games via Skill Reuse.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Monte Carlo tree search based algorithms for dynamic difficulty adjustment.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Reusing Skills for First-Time Solution of Navigation Tasks in Platform Videogames.
Proceedings of the 16th Conference on Autonomous Agents and MultiAgent Systems, 2017

2016
Using BDI to Model Players Behaviour in an Interactive Fiction Game.
Proceedings of the Interactive Storytelling, 2016

Dynamic Choice of State Abstraction in Q-Learning.
Proceedings of the ECAI 2016 - 22nd European Conference on Artificial Intelligence, 29 August-2 September 2016, The Hague, The Netherlands, 2016

Towards a BDI Player Model for Interactive Narratives.
Proceedings of the ECAI 2016 - 22nd European Conference on Artificial Intelligence, 29 August-2 September 2016, The Hague, The Netherlands, 2016

Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms.
IEEE Trans. Comput. Intell. AI Games, 2015

Applying norms and preferences for designing flexible game rules.
Int. J. Agent Oriented Softw. Eng., 2015

Social simulation for analysis, interaction, training and community awareness.
Proceedings of the 2015 Winter Simulation Conference, 2015

Enhancing theme park experiences through adaptive cyber-physical play.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Combining Monte Carlo tree search and apprenticeship learning for capture the flag.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

An improved approach to reinforcement learning in Computer Go.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Flexible story generation with norms and preferences in computer role playing games.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Player-Computer Interaction Features for Designing Digital Play Experiences across Six Degrees of Water Contact.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Learning Options for an MDP from Demonstrations.
Proceedings of the Artificial Life and Computational Intelligence, 2015

2014
An adaptive octree grid for GPU-based collision detection of deformable objects.
Vis. Comput., 2014

Fast sorting for exact OIT of complex scenes.
Vis. Comput., 2014

Video game personalisation techniques: A comprehensive survey.
Entertain. Comput., 2014

Reinforcement learning to control a commander for capture the flag.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Learning a Super Mario controller from examples of human play.
Proceedings of the IEEE Congress on Evolutionary Computation, 2014

2013
Modelling Bending Behaviour in Cloth Simulation Using Hysteresis.
Comput. Graph. Forum, 2013

An Improved Friction Model for Cloth Simulation.
Proceedings of the 21st Pacific Conference on Computer Graphics and Applications, 2013

Backwards Memory Allocation and Improved OIT.
Proceedings of the 21st Pacific Conference on Computer Graphics and Applications, 2013

Neuroevolution of content layout in the PCG: Angry bots video game.
Proceedings of the IEEE Congress on Evolutionary Computation, 2013

A BDI game master agent for computer role-playing games.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

2012
Virtual subdivision for GPU based collision detection of deformable objects using a uniform grid.
Vis. Comput., 2012

A survey of procedural terrain generation techniques using evolutionary algorithms.
Proceedings of the IEEE Congress on Evolutionary Computation, 2012

2011
Evolving patch-based terrains for use in video games.
Proceedings of the 13th Annual Genetic and Evolutionary Computation Conference, 2011

2010
Bushfire BLOCKS: a modular agent-based simulation.
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2010), 2010

2008
Security issues in massive online games.
Secur. Commun. Networks, 2008

2007
Two families: dynamical policy models in interactive storytelling.
Proceedings of the 4th Australasian Conference on Interactive Entertainment, 2007

Simulating sensory perception in 3D game characters.
Proceedings of the 4th Australasian Conference on Interactive Entertainment, 2007

2006
Creating Adaptive and Individual Personalities in Many Characters Without Hand-Crafting Behaviors.
Proceedings of the Intelligent Virtual Agents, 6th International Conference, 2006

2005
The Design and Implementation of SAMIR.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2005

2004
SAMIR: A Smart 3D Assistant on the Web.
PsychNology J., 2004

An agent that learns to support users of a Web site.
Appl. Soft Comput., 2004

2003
A Methodological Approach for Designing and Evaluating Intelligent Applications for Digital Collections.
Appl. Artif. Intell., 2003

SAMIR: Your 3D Virtual Bookseller.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2003

A Framework for the Development of Personalized Agents.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2003

2002
Designing Not-So-Dull Virtual Dolls.
Proceedings of the Soft Computing Systems - Design, Management and Applications, 2002

An XML-based specification of fuzzy logic controllers.
Proceedings of the Soft Computing Systems - Design, Management and Applications, 2002

2001
Fanky: A Tool for Animating Faces of 3D Agents.
Proceedings of the Intelligent Virtual Agents, Third International Workshop, 2001


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