Paris Mavromoustakos Blom

Orcid: 0000-0002-1431-3628

According to our database1, Paris Mavromoustakos Blom authored at least 18 papers between 2014 and 2023.

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

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Gamified Motor Learning Through High-Fidelity Sensor Technology.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Multiplayer Tension In the Wild: A Hearthstone Case.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Predicting Chess Player Rating Based on a Single Game.
Proceedings of the IEEE Conference on Games, 2023

2022
An Internet-assisted Dixit-playing AI.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Enabling Real-Time Prediction of In-game Deaths through Telemetry in Counter-Strike: Global Offensive.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Data2Game: Towards an Integrated Demonstrator.
Proceedings of the Advances in Usability, User Experience, Wearable and Assistive Technology, 2021

2020
Corrigendum to "Modeling and adjusting in-game difficulty based on facial expression analysis" [Entertain. Comput. 31 (2019) 100307].
Entertain. Comput., 2020

Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
Modeling and adjusting in-game difficulty based on facial expression analysis.
Entertain. Comput., 2019

Andromeda: A Personalised Crisis Management Training Toolkit.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Towards Multi-modal Stress Response Modelling in Competitive League of Legends.
Proceedings of the IEEE Conference on Games, 2019

Towards Multimodal Characterization of Dialogic Moments on Social Group Face-to-Face Interaction.
Proceedings of the 3rd Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2019), 2019

2018
Gamifying Motion Control Assessments Using Leap Motion Controller.
Proceedings of the Data, 2018

Personalized crisis management training on a tablet.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

2014
Towards Personalised Gaming via Facial Expression Recognition.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014


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