Guillaume Levieux

Orcid: 0000-0001-8844-4447

According to our database1, Guillaume Levieux authored at least 23 papers between 2007 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2023
<i>UDock2</i>: interactive real-time multi-body protein-protein docking software.
Bioinform., October, 2023

Genetic-WFC: Extending Wave Function Collapse With Genetic Search.
IEEE Trans. Games, March, 2023

2022
Difficulty Pacing Impact on Player Motivation.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

Automated Evaluation of Game Experience based on Game Dynamics and Motives for Play.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

2019
\delta -logit : Dynamic Difficulty Adjustment Using Few Data Points.
Proceedings of the Entertainment Computing and Serious Games, 2019

Dynamic Difficulty Adjustment Impact on Players' Confidence.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2017
From Objective to Subjective Difficulty Evaluation in Video Games.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017

Difficulty influence on motivation over time in video games using survival analysis.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Protein Shape Retrieval.
Proceedings of the 10th Eurographics Workshop on 3D Object Retrieval, 2017

Shape Similarity System driven by Digital Elevation Models for Non-rigid Shape Retrieval.
Proceedings of the 10th Eurographics Workshop on 3D Object Retrieval, 2017

2016
A Game Design Method for Therapeutic Games.
Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications, 2016

Design influence on player retention: A method based on time varying survival analysis.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Making sense of emergent narratives: An architecture supporting player-triggered narrative processes.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

2014
An out-of-character approach to emergent game narratives.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Designing tangible video games: lessons learned from the sifteo cubes.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2012
How to Analyse Therapeutic Games: The Player / Game / Therapy Model.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Out of Context Augmented Navfields: Designing Crowd Choreographies.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

2011
Mesure de la difficulté des jeux vidéo.
PhD thesis, 2011

Measuring the level of difficulty in single player video games.
Entertain. Comput., 2011

Difficulty in videogames: an experimental validation of a formal definition.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2009
Scaling the Level of Difficulty in Single Player Video Games.
Proceedings of the Entertainment Computing, 2009

2007
Dialogs Taking into Account Experience, Emotions and Personality.
Proceedings of the Entertainment Computing, 2007

Dialogs taking into account experience, emotions and personality.
Proceedings of the Second International Conference on Digital Interactive Media in Entertainment and Arts, 2007


  Loading...