Magy Seif El-Nasr

Orcid: 0000-0002-7808-1686

Affiliations:
  • University of California Santa Cruz, CA, USA


According to our database1, Magy Seif El-Nasr authored at least 165 papers between 1998 and 2023.

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

Timeline

Legend:

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Bibliography

2023
On Video Game Balancing: Joining Player- and Data-Driven Analytics.
CoRR, 2023

Empathetic AI for Empowering Resilience in Games.
CoRR, 2023

From Teams to Games: Connecting Game Development to Game Characteristics.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023

Integrating Players' Perspectives in AI-Based Games: Case Studies of Player-AI Interaction Design.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

A Visual Ethnographic Study at Cultural Spaces to Identify Character Creation Opportunities.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Towards a Human-in-the-Loop System for Authoring Game AI using Behavior Languages.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Under Pressure: A Multi-Modal Analysis of Induced Stressors in Games for Resilience.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Visualization-based Iterative Segmentation to Augment Video Game Analytics.
Proceedings of the IEEE Conference on Games, 2023

Parallel OPM: A Visualization System for Analyzing Peers Board States for Gameplay Reflection.
Proceedings of the IEEE Conference on Games, 2023

Mining Player Behavior Patterns from Domain-Based Spatial Abstraction in Games.
Proceedings of the IEEE Conference on Games, 2023

Balancing Video Games: A Player-Driven Instrument.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Using Open Game Data to Understand Game-Based Learning.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Player-Driven Game Analytics: The Case of Guild Wars 2.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

"What else can I do?" Examining the Impact of Community Data on Adaptation and Quality of Reflection in an Educational Game.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Assessing the Impact of Personality on Affective States from Video Game Communication.
Proceedings of the 11th International Conference on Affective Computing and Intelligent Interaction, ACII 2023, 2023

Modeling Player Personality Factors from In-Game Behavior and Affective Expression.
Proceedings of the 11th International Conference on Affective Computing and Intelligent Interaction, ACII 2023, 2023

2022
Analyzing Students' Problem-Solving Sequences: A Human-in-the-Loop Approach.
J. Learn. Anal., August, 2022

Guest Editorial Special Issue on User Experience of AI in Games.
IEEE Trans. Games, 2022

Designing Spellcasters from Clinician Perspectives: A Customizable Gesture-Based Immersive Virtual Reality Game for Stroke Rehabilitation.
ACM Trans. Access. Comput., 2022

"A Time and Phase for Everything" - Towards A Self Regulated Learning Perspective on Computational Support for Esports.
Proc. ACM Hum. Comput. Interact., 2022

miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022

Predicting Success Factors of Video Game Titles and Companies.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

Towards an Understanding of How Players Make Meaning from Post-Play Process Visualizations.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

A Data-Driven Design of AR Alternate Reality Games to Measure Resilience.
Proceedings of the HCI in Games, 2022

EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

The Effects of Adaptive Procedural Levels on Engagement and Performance in an Educational Programming Game.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
"What Happened Here!?" A Taxonomy for User Interaction with Spatio-Temporal Game Data Visualization.
Proc. ACM Hum. Comput. Interact., 2021

Investigating behavior change indicators and cognitive measures in persuasive health games.
CoRR, 2021

Unpacking Adherence and Engagement in Pervasive Health Games.
CoRR, 2021

Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games.
CoRR, 2021

Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team Performance.
CoRR, 2021

Esports Agents with a Theory of Mind: Towards Better Engagement, Education, and Engineering.
CoRR, 2021

Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

StoryMap: Using Social Modeling and Self-Modeling to Support Physical Activity Among Families of Low-SES Backgrounds.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Special Interest Group: The Present and Future of Esports in HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

The Gang's All Here: How People Used Games to cope with COVID19 Quarantine.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

"Naked and on Fire": Examining Player Agency Experiences in Narrative-Focused Gameplay.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

VINS: Visual Search for Mobile User Interface Design.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Open Player Modeling: Empowering Players through Data Transparency.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

Can We Infer Player Behavior Tendencies from a Player's Decision-Making Data? Integrating Theory of Mind to Player Modeling.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Guiding Generative Graph Grammars of Dungeon Mission Graphs via Examples.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

Hierarchical Dual Attention-Based Recurrent Neural Networks for Individual and Group Activity Recognition in Games.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

2020
Investigating usability of MSstatsQC software.
CoRR, 2020

MAADS: Mixed-Methods Approach for the Analysis of Debugging Sequences of Beginner Programmers.
Proceedings of the 51st ACM Technical Symposium on Computer Science Education, 2020

Labeling Debugging in May's Journey Gameplay.
Proceedings of the 51st ACM Technical Symposium on Computer Science Education, 2020

Reflection in Game-Based Learning: A Survey of Programming Games.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

"And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay Analysis.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Data-Driven Game Development: Ethical Considerations.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive Visualization.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Storywell: Designing for Family Fitness App Motivation by Using Social Rewards and Reflection.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Progression Maps: Conceptualizing Narrative Structure for Interaction Design Support.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Evaluating the Effect of Timeline Shape on Visualization Task Performance.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Grammar Based Modular Level Generator for a Programming Puzzle Game.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

2019
Developing games that capture and engage users.
Proceedings of the 41st International Conference on Software Engineering: Companion Proceedings, 2019

A Model for Analyzing Diegesis in Digital Narrative Games.
Proceedings of the Interactive Storytelling, 2019

Evaluation of an automatically-constructed graph-based representation for interactive narrative.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Expertise and engagement: re-designing citizen science games with players' minds in mind.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Using game design mechanics as metaphors to enhance learning of introductory programming concepts.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Teamwork and adaptation in games (TAG): a survey to gauge teamwork.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Academics without borders.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Player interaction in narrative games: structure and narrative progression mechanics.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Large-Scale Analysis of Visualization Options in a Citizen Science Game.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Modeling Individual and Team Behavior through Spatio-temporal Analysis.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Social Reflections on Fitness Tracking Data: A Study with Families in Low-SES Neighborhoods.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Exploring Improvisational Approaches to Social Knowledge Acquisition.
Proceedings of the 18th International Conference on Autonomous Agents and MultiAgent Systems, 2019

2018
Introduction to the special issue on visual game analytics.
Inf. Vis., 2018

Seagull: A bird's-eye view of the evolution of technical games research.
Entertain. Comput., 2018

Modeling Game Avatar Synergy and Opposition through Embedding in Multiplayer Online Battle Arena Games.
CoRR, 2018

Detecting Betrayers in Online Environments Using Active Indicators.
Proceedings of the Social, Cultural, and Behavioral Modeling, 2018

The art of drafting: a team-oriented hero recommendation system for multiplayer online battle arena games.
Proceedings of the 12th ACM Conference on Recommender Systems, 2018

Learning Generative Models of Social Interactions with Humans-in-the-Loop.
Proceedings of the 17th IEEE International Conference on Machine Learning and Applications, 2018

Going forward by going back: re-defining rewind mechanics in narrative games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Educational game design: an empirical study of the effects of narrative.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Family Health Promotion in Low-SES Neighborhoods: A Two-Month Study of Wearable Activity Tracking.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Exploratory Automated Analysis of Structural Features of Interactive Narrative.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Player Skill Decomposition in Multiplayer Online Battle Arenas.
CoRR, 2017

EOMM: An Engagement Optimized Matchmaking Framework.
Proceedings of the 26th International Conference on World Wide Web, 2017

Towards an Interaction Model for Interactive Narratives.
Proceedings of the Interactive Storytelling, 2017

Modeling Individual Differences in Game Behavior Using HMM.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Eliciting Emotions in Design of Games - a Theory Driven Approach.
Proceedings of the 4th Workshop on Emotions and Personality in Personalized Systems co-located with ACM Conference on Recommender Systems (RecSys 2016), 2016

An Active Analysis and Crowd Sourced Approach to Social Training.
Proceedings of the Interactive Storytelling, 2016

G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
Data-Driven Retrospective Interviewing (DDRI): A proposed methodology for formative evaluation of pervasive games.
Entertain. Comput., 2015

Modeling Warmth and Competence in Virtual Characters.
Proceedings of the Intelligent Virtual Agents - 15th International Conference, 2015

Investigating behavior change indicators and cognitive measures in persuasive health games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Games Research Today: Analyzing the Academic Landscape 2000-2014.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Unpacking Adherence and Engagement in Persuasive Health Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

In Your Face(t) Impact of Personality and Context on Gameplay Behavior.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Interactive Visualization for Understanding of Attention Patterns.
Proceedings of the Eye Tracking and Visualization, 2015

2014
Design Techniques for Planning Navigational Systems in 3-D Video Games.
Comput. Entertain., 2014

A bottom-up method for developing a trait-based model of player behavior.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Games and entertainment community SIG: reaching beyond CHI.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Experiencing interactive narrative: A qualitative analysis of Façade.
Entertain. Comput., 2013

Game Analytics for Game User Research, Part 1: A Workshop Review and Case Study.
IEEE Computer Graphics and Applications, 2013

Methods for Game User Research: Studying Player Behavior to Enhance Game Design.
IEEE Computer Graphics and Applications, 2013

Visual motion in a railed shooter game: A designer study.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Tool-supported iterative learning of component-based software architecture for games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Leveraging Play in Health-Based Games to Promote Sustained Behavior Change in Healthy Eating and Exercise.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

Visual Analytics Tools - A Lens into Player's Temporal Progression and Behavior.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Erratum.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Introduction.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Jim Baer and Daniel McCaffrey from Zynga.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Interview with Darius Kazemi.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Sampling for Game User Research.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Game Analytics - The Basics.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Benefits of Game Analytics: Stakeholders, Contexts and Domains.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Analysis of telemetry data from a real-time strategy game: A case study.
Comput. Entertain., 2012

Programming, PWNed: using digital game development to enhance learners' competency and self-efficacy in a high school computing science course.
Proceedings of the 43rd ACM technical symposium on Computer science education, 2012

Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

The effects of ambient motion speed on player performance in video games.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

Assistive design and production in computer games: Parametric systems, data mining, visual analytics.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

Toolset to explore visual motion designs in a video game.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Game user research.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Experiencing the reading glove.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011

Visualizing and understanding players' behavior in video games: discovering patterns and supporting aggregation and comparison.
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, 2011

Effect of Camera and Object Motion on Visual Load in 3D Games.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Measuring the Impact of Knowledge Gained from Playing FPS and RPG Games on Gameplay Performance.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

A Deeper Look at the Use of Telemetry for Analysis of Player Behavior in RTS Games.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

The Effect of Privacy on Social Presence in Location-Based Mobile Games.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Body Buddies: Social Signaling through Puppeteering.
Proceedings of the Virtual and Mixed Reality - Systems and Applications, 2011

IgnitePlay: Encouraging and sustaining healthy living through social games.
Proceedings of the 2011 IEEE International Games Innovation Conference, 2011

2010
Design patterns to guide player movement in 3D games.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 2010

DelsArtMap: Applying Delsarte's Aesthetic System to Virtual Agents.
Proceedings of the Intelligent Virtual Agents, 10th International Conference, 2010

Authoring tangible interactive narratives using cognitive hyperlinks.
Proceedings of the Intelligent Narrative Technologies III Workshop, 2010

The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance.
Proceedings of the Human-Computer Interaction - Second IFIP TC 13 Symposium, 2010

User studies: a strategy towards a successful industry-academic relationship.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

Analysis of level design 'push & pull' within 21 games.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Understanding and evaluating cooperative games.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
Dynamic Intelligent Lighting for Directing Visual Attention in Interactive 3-D Scenes.
IEEE Trans. Comput. Intell. AI Games, 2009

Ambient Intelligence on the Dance Floor.
Int. J. Cogn. Informatics Nat. Intell., 2009

System for Automated Interactive Lighting (SAIL).
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

A Study of Interactive Narrative from User's Perspective.
Proceedings of the Handbook of Multimedia for Digital Entertainment and Arts, 2009

Believable Characters.
Proceedings of the Handbook of Multimedia for Digital Entertainment and Arts, 2009

2008
DigitalBeing - using the environment as an expressive medium for dance.
Inf. Sci., 2008

Process drama in the virtual world - a survey.
Int. J. Arts Technol., 2008

A tool for adaptive lighting design.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

Looking at the Interactive Narrative Experience through the Eyes of the Participants.
Proceedings of the Interactive Storytelling, 2008

Exploring Non-verbal Behavior Models for Believable Characters.
Proceedings of the Interactive Storytelling, 2008

2007
DigitalBeing: An Ambient Intelligence Interactive Dance Experience.
Proceedings of the Computational Intelligence for Agent-based Systems, 2007

Dynamic Lighting for Tension in Games.
Game Stud., 2007

Building Virtual Spaces.
Proceedings of the Virtuality and Virtualization, 2007

2006
IT education, girls and game modding.
Interact. Technol. Smart Educ., 2006

Learning through game <i>modding</i>.
Comput. Entertain., 2006

DigitalBeing: An Ambient Intelligent Dance Space.
Proceedings of the IEEE International Conference on Fuzzy Systems, 2006

Fun & games: on the process of game design.
Proceedings of the Conference on Designing Interactive Systems, 2006

Visual attention in 3D video games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

Projecting tension in virtual environments through lighting.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
Intelligent Lighting for Game Environments.
J. Game Dev., 2005

Intelligent lighting for a better gaming experience.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

2004
Interactive Narrative Architecture based on Filmmaking Theory.
Int. J. Intell. Games Simul., 2004

Automating Lighting Design for Interactive Entertainment.
Comput. Entertain., 2004

Visually directing user's attention in interactive 3D environments.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

A user-centric adaptive story architecture: borrowing from acting theories.
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004

2003
Real-Time Lighting Design for Interactive Narrative.
Proceedings of the Virtual Storytelling; Using Virtual Reality Technologies for Storytelling, 2003

Expressive lighting for interactive entertainment.
Proceedings of the 2003 IEEE International Conference on Multimedia and Expo, 2003

2000
FLAME-Fuzzy Logic Adaptive Model of Emotions.
Auton. Agents Multi Agent Syst., 2000

1999
Emotionally Expressive Agents.
Proceedings of the Computer Animation 1999, 1999

PETEEI: A PET With Evolving Emotional Intelligence.
Proceedings of the Third Annual Conference on Autonomous Agents, 1999

1998
Incorporating Personality into a Multi-Agent Intelligent System for Training Teachers.
Proceedings of the Intelligent Tutoring Systems, 4th International Conference, 1998


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