Penny Kyburz

Orcid: 0000-0002-6543-557X

Affiliations:
  • Australian National University, Canberra, ACT, Australia


According to our database1, Penny Kyburz authored at least 49 papers between 2002 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
Large Language Models and Video Games: A Preliminary Scoping Review.
CoRR, 2024

Mind-Body-Identity: A Scoping Review of Multi-Embodiment.
Proceedings of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, 2024

2023
A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation.
Proc. ACM Hum. Comput. Interact., 2023

Augmenting Home Objects to Promote Physical Activity at Home.
Proceedings of the 2023 ACM Symposium on Spatial User Interaction, 2023

Atari-5: Distilling the Arcade Learning Environment down to Five Games.
Proceedings of the International Conference on Machine Learning, 2023

Multilayer Map Generation Using Attribute Loss Functions.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Tutorial Level Design Guidelines for 2D Fighting Games.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

HiveMind: Learning to Play the Cooperative Chess Variant Bughouse with DNNs and MCTS.
Proceedings of the IEEE Conference on Games, 2023

Exploration of Player Emotions, Behaviours, and Individual Differences across Game Difficulty Levels in a Turn-Based Strategy Game.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

2022
An Agile New Research Framework for Hybrid Human-AI Teaming: Trust, Transparency, and Transferability.
ACM Trans. Interact. Intell. Syst., 2022

Learning to Deceive in Multi-Agent Hidden Role Games.
CoRR, 2022

Dynamic Difficulty Adjustment in a Multiplayer Minecraft Server.
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022, 2022

DNA: Proximal Policy Optimization with a Dual Network Architecture.
Proceedings of the Advances in Neural Information Processing Systems 35: Annual Conference on Neural Information Processing Systems 2022, 2022

Bayesian Modelling of the Well-Made Surprise.
Proceedings of the 13th International Conference on Computational Creativity, Bozen-Bolzano, Italy, June 27, 2022

Prototyping a Grip Pressure-Sensing Controller for Video Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

GAN-Assisted YUV Pixel Art Generation.
Proceedings of the AI 2021: Advances in Artificial Intelligence, 2022

The Effect of Using an Auto-Generated Anime Avatar on Player-Avatar Identification.
Proceedings of the ACSW 2022: Australasian Computer Science Week 2022, Brisbane, Australia, February 14, 2022

Curriculum Generation and Sequencing for Deep Reinforcement Learning in StarCraft II.
Proceedings of the ACSW 2022: Australasian Computer Science Week 2022, Brisbane, Australia, February 14, 2022

2021
Leveraging semantic features for recommendation: Sentence-level emotion analysis.
Inf. Process. Manag., 2021

Investigating VR Game Player Experience via Remote Experimentation using the Player Experience Inventory.
Proceedings of the OzCHI '21: 33rd Australian Conference on Human-Computer Interaction, Melbourne, VI, Australia, 30 November 2021, 2021

Detecting Spam Game Reviews on Steam with a Semi-Supervised Approach.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Investigating Player Experience in Virtual Reality Games via Remote Experimentation.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

2020
Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection.
Proceedings of the OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, 2020

GameFlow 2020: 15 Years of a Model of Player Enjoyment.
Proceedings of the OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, 2020

Do Game Bots Dream of Electric Rewards?: The universality of intrinsic motivation.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

The Wisdom of the Gaming Crowd.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Designing Curriculum for Deep Reinforcement Learning in StarCraft II.
Proceedings of the AI 2020: Advances in Artificial Intelligence, 2020

Improving StarCraft II Player League Prediction with Macro-Level Features.
Proceedings of the AI 2020: Advances in Artificial Intelligence, 2020

Evaluating GameFlow in a Multiplayer Online Strategy Game Under Development.
Proceedings of the Australasian Computer Science Week, 2020

Setting Students up to Succeed in Computing Internships.
Proceedings of the ACE 2020, 2020

2019
Understanding Enjoyment in VR Games with GameFlow.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Evaluating the GameFlow Model with Different Stakeholders.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2017
GameFlow in Different Game Genres and Platforms.
Comput. Entertain., 2017

2016
Motivations for videogame play: Predictors of time spent playing.
Comput. Hum. Behav., 2016

2013
Female game developers wanted Low pay, long hours, inflexible work environments.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

The People-Game-Play model for understanding videogames' impact on wellbeing.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

2012
GameFlow heuristics for designing and evaluating real-time strategy games.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Personality, genre and videogame play experience.
Proceedings of the 4th International Conference on Fun and Games, 2012

2006
An emergent approach to game design: development and play
PhD thesis, 2006

2005
GameFlow: a model for evaluating player enjoyment in games.
Comput. Entertain., 2005

Combining Influence Maps and Cellular Automata for Reactive Game Agents.
Proceedings of the Intelligent Data Engineering and Automated Learning, 2005

2004
Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues.
Proceedings of the Entertainment Computing, 2004

2003
Creating engaging artificial characters for games.
Proceedings of the Second International Conference on Entertainment Computing, 2003

2002
Current AI in Games: A Review.
Aust. J. Intell. Inf. Process. Syst., 2002

Facilitating learning in a real time strategy computer game.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002

The inherent appeal of physically controlled peripherals.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002


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