Magy Seif El-Nasr

According to our database1, Magy Seif El-Nasr authored at least 87 papers between 1998 and 2018.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2018
Introduction to the special issue on visual game analytics.
Information Visualization, 2018

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

The Art of Drafting: A Team-Oriented Hero Recommendation System for Multiplayer Online Battle Arena Games.
CoRR, 2018

Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games.
CoRR, 2018

Modeling Individual Differences in Game Behavior using HMM.
CoRR, 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

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

2017
EOMM: An Engagement Optimized Matchmaking Framework.
CoRR, 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.
Entertainment Computing, 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

2014
Design Techniques for Planning Navigational Systems in 3-D Video Games.
Computers in Entertainment, 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.
Entertainment Computing, 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.
Computers in Entertainment, 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

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
DelsArtMap: Applying Delsarte's Aesthetic System to Virtual Agents.
Proceedings of the Intelligent Virtual Agents, 10th International Conference, 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. Intellig. and AI in Games, 2009

Ambient Intelligence on the Dance Floor.
IJCINI, 2009

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

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

Process drama in the virtual world - a survey.
IJART, 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 Studies, 2007

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

2006
IT education, girls and game modding.
Interact. Techn. Smart Edu., 2006

Learning through game modding.
Computers in Entertainment, 2006

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

Visual attention in 3D video games.
Proceedings of the Eye Tracking Research & Application Symposium, 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 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 & Simulation, 2004

Automating Lighting Design for Interactive Entertainment.
Computers in Entertainment, 2004

Visually directing user's attention in interactive 3D environments.
Proceedings of the 31. 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.
Autonomous Agents and Multi-Agent Systems, 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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