Nicolas Ducheneaut

According to our database1, Nicolas Ducheneaut authored at least 49 papers between 2001 and 2014.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2014
The "lonely gamer" revisited.
Entertain. Comput., 2014

Retention and progression: Seven months in World of Warcraft.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

2013
Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Inferring Personality of Online Gamers by Fusing Multiple-View Predictions.
Proceedings of the User Modeling, Adaptation, and Personalization, 2012

Proactive Insider Threat Detection through Graph Learning and Psychological Context.
Proceedings of the 2012 IEEE Symposium on Security and Privacy Workshops, 2012

10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Through the azerothian looking glass: mapping in-game preferences to real world demographics.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Online gaming motivations scale: development and validation.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
A new look at World of Warcraft's social landscape.
Proceedings of the Foundations of Digital Games, 2011

If you build it they might stay: retention mechanisms in World of Warcraft.
Proceedings of the Foundations of Digital Games, 2011

Do men heal more when in drag?: conflicting identity cues between user and avatar.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Introverted elves & conscientious gnomes: the expression of personality in world of warcraft.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls.
Proceedings of the Online Worlds: Convergence of the Real and the Virtual, 2010

Faceplant: Impression (Mis)management in Facebook Status Updates.
Proceedings of the Fourth International Conference on Weblogs and Social Media, 2010

The "3D Wiki": Blending virtual worlds and Web architecture for remote collaboration.
Proceedings of the 2010 IEEE International Conference on Multimedia and Expo, 2010

Models, theories and methods of studying online behaviour.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
The Proteus Effect.
Commun. Res., 2009

Collaborative Filtering Is Not Enough? Experiments with a Mixed-Model Recommender for Leisure Activities.
Proceedings of the User Modeling, 2009

You <i>can</i> be too rich: mediated communication in a virtual world.
Proceedings of the 21st Australasian Computer-Human Interaction Conference, 2009

The 'Out-of-Avatar Experience': Object Focused Collaboration in Second Life.
Proceedings of the Eleventh European Conference on Computer Supported Cooperative Work, 2009

Body and mind: a study of avatar personalization in three virtual worlds.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
Social TV: Designing for Distributed, Sociable Television Viewing.
Int. J. Hum. Comput. Interact., 2008

Scalable architecture for context-aware activity-detecting mobile recommendation systems.
Proceedings of the 9th IEEE International Symposium on a World of Wireless, 2008

Activity-based serendipitous recommendations with the Magitti mobile leisure guide.
Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

2007
Supporting the unremarkable: experiences with the obje Display Mirror.
Pers. Ubiquitous Comput., 2007

Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds.
Comput. Support. Cooperative Work., 2007

Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games.
Comput. Support. Cooperative Work., 2007

Coordinating joint activity in avatar-mediated interaction.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

The life and death of online gaming communities: a look at guilds in world of warcraft.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

2006
A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software.
Comput. Support. Cooperative Work., 2006

E-Mail Management: A Techno-Managerial Research Perspective.
Commun. Assoc. Inf. Syst., 2006

Share and share alike: exploring the user interface affordances of file sharing.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

Using hybrid networks for the analysis of online software development communities.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

"Alone together?": exploring the social dynamics of massively multiplayer online games.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

The orbital browser: composing ubicomp services using only rotation and selection.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
More than just 'XP': learning social skills in massively multiplayer online games.
Interact. Technol. Smart Educ., 2005

In Search of Coherence: A Review of E-Mail Research.
Hum. Comput. Interact., 2005

Quality Versus Quantity: E-Mail-Centric Task Management and Its Relation With Overload.
Hum. Comput. Interact., 2005

Socialization in an Open Source Software Community: A Socio-Technical Analysis.
Comput. Support. Cooperative Work., 2005

Preventing bots from playing online games.
Comput. Entertain., 2005

Listening in: practices surrounding iTunes music sharing.
Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

Keeping bots out of online games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
The social side of gaming: a study of interaction patterns in a massively multiplayer online game.
Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, 2004

What a to-do: studies of task management towards the design of a personal task list manager.
Proceedings of the 2004 Conference on Human Factors in Computing Systems, 2004

2003
Ceci n'est pas un Objet? Talking About Objects in E-mail.
Hum. Comput. Interact., 2003

Taking email to task: the design and evaluation of a task management centered email tool.
Proceedings of the 2003 Conference on Human Factors in Computing Systems, 2003

2002
FLANNEL: adding computation to electronic mail during transmission.
Proceedings of the 15th Annual ACM Symposium on User Interface Software and Technology, 2002

Innovation in extremis: evolving an application for the critical work of email and information management.
Proceedings of the 4th Conference on Designing Interactive Systems: Processes, 2002

2001
E-mail as habitat: an exploration of embedded personal information management.
Interactions, 2001


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