Federico Peinado

Orcid: 0000-0002-8893-0020

According to our database1, Federico Peinado authored at least 43 papers between 2004 and 2022.

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

Timeline

Legend:

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On csauthors.net:

Bibliography

2022
Pyro Studios: Un Ensayo Sobre el Exito y Posterior Caída del Estudio Detrás de Commandos.
Trans. Digit. Games Res. Assoc., December, 2022

<i>Who trains the trainers?</i> Gamification of flight instructor learning in evidence-based training scenarios.
Entertain. Comput., 2022

Social and emotional presence of characters in virtual reality video games (poster).
Proceedings of the Actas del I Congreso Español de Videojuegos, 2022

Gamifying a flight instructor simulator with an evidence-based training approach (poster).
Proceedings of the Actas del I Congreso Español de Videojuegos, 2022

2021
Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality.
Entertain. Comput., 2021

Towards a Semantic Knowledge Base for Competency-Based Training of Airline Pilots.
Proceedings of the Knowledge-Based and Intelligent Information & Engineering Systems: Proceedings of the 25th International Conference KES-2021, 2021

Interactive Explainable Case-Based Reasoning for Behavior Modelling in Videogames.
Proceedings of the 33rd IEEE International Conference on Tools with Artificial Intelligence, 2021

Evaluation of Similarity Measures for Flight Simulator Training Scenarios.
Proceedings of the Case-Based Reasoning Research and Development, 2021

2020
Building Non-player Character Behaviors By Imitation Using Interactive Case-Based Reasoning.
Proceedings of the Case-Based Reasoning Research and Development, 2020

Developing an automated planning tool for non-player character behavior.
Proceedings of the VI Congreso de la Sociedad Española para las Ciencias del Videojuego, 2020

Development of a user-friendly application for creating tactical role-playing games.
Proceedings of the VI Congreso de la Sociedad Española para las Ciencias del Videojuego, 2020

Towards a flight instructors simulator based on training scenarios.
Proceedings of the VI Congreso de la Sociedad Española para las Ciencias del Videojuego, 2020

2019
Towards Human-Like Bots Using Online Interactive Case-Based Reasoning.
Proceedings of the Case-Based Reasoning Research and Development, 2019

2018
A CBR Approach for Imitating Human Playing Style in Ms. Pac-Man Video Game.
Proceedings of the Case-Based Reasoning Research and Development, 2018

2017
Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences.
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, 2017

Pac-Man or Pac-Bot? Exploring subjective perception of players' humanity in Ms. Pac-Man.
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, 2017

A study on an efficient spatialisation technique for near-field sound in video games.
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, 2017

FX Interactive: growth and decline of the Spanish video games publisher.
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, 2017

An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices.
Proceedings of the Advances in Computer Entertainment Technology, 2017

Towards an Emotion-Driven Adaptive System for Video Game Music.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Influence of personal choices on lexical variability in referring expressions.
Nat. Lang. Eng., 2016

A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game.
Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, 2016

Walking in VR: Measuring Presence and Simulator Sickness in First-Person Virtual Reality Games.
Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, 2016

2015
Improving the Performance of a Computer-Controlled Player in a Maze Chase Game using Evolutionary Programming on a Finite-State Machine.
Proceedings of the Proceedings 2st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2015

Modelling Suspicion as a Game Mechanism for Designing a Computer-Played Investigation Character.
Proceedings of the Proceedings 2st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2015

2012
EmoTales: creating a corpus of folk tales with emotional annotations.
Lang. Resour. Evaluation, 2012

Exploring Body Language as Narrative Interface.
Proceedings of the Interactive Storytelling - 5th International Conference, 2012

2010
Assessing the Novelty of Computer-Generated Narratives Using Empirical Metrics.
Minds Mach., 2010

Ontological reasoning for improving the treatment of emotions in text.
Knowl. Inf. Syst., 2010

Integration of Linguistic Markup into Semantic Models of Folk Narratives: The Fairy Tale Use Case.
Proceedings of the International Conference on Language Resources and Evaluation, 2010

2008
A testbed environment for interactive storytellers.
Proceedings of the 2nd International Conference on INtelligent TEchnologies for interactive enterTAINment, 2008

Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework.
Proceedings of the Interactive Storytelling, 2008

An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games.
Proceedings of the Interactive Storytelling, 2008

2007
RCEI: An API for Remote Control of Narrative Environments.
Proceedings of the Virtual Storytelling. Using Virtual Reality Technologies for Storytelling, 2007

Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm.
Proceedings of the Virtual Storytelling. Using Virtual Reality Technologies for Storytelling, 2007

Ontological Reasoning to Configure Emotional Voice Synthesis.
Proceedings of the Web Reasoning and Rule Systems, First International Conference, 2007

2006
Evaluation of Automatic Generation of Basic Stories.
New Gener. Comput., 2006

Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

Automatic Customization of Non-Player Characters Using Players Temperament.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

2005
Story plot generation based on CBR.
Knowl. Based Syst., 2005

A Game Architecture for Emergent Story-Puzzles in a Persistent World.
Proceedings of the Digital Games Research Conference 2005, 2005

2004
Transferring Game Mastering Laws to Interactive Digital Storytelling.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2004

A Case Based Reasoning Approach to Story Plot Generation.
Proceedings of the Advances in Case-Based Reasoning, 7th European Conference, 2004


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