Pieter Spronck
Orcid: 0000-0002-4437-6611Affiliations:
- Tilburg University, Tilburg Center for Cognition and Communication (TiCC), The Netherlands
- Maastricht University, Computer Science Department, The Netherlands
According to our database1,
Pieter Spronck
authored at least 97 papers
between 2000 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
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Online presence:
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on zbmath.org
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on orcid.org
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on ilk.uvt.nl
On csauthors.net:
Bibliography
2024
LoCoMoTe - A Framework for Classification of Natural Locomotion in VR by Task, Technique and Modality.
IEEE Trans. Vis. Comput. Graph., August, 2024
Guiding In-Context Learning of LLMs through Quality Estimation for Machine Translation.
CoRR, 2024
LoCoMoTe Dashboard: An Interactive Online Dashboard for the Standardised Categorisation of Natural Walking VR Experiments.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2024
Introducing "The Sustainable Port": A Serious Game to Study Decision-Making in Port-Related Environments.
Proceedings of the IEEE Gaming, Entertainment, and Media Conference, 2024
2023
A Systematic Analysis of Vocabulary and BPE Settings for Optimal Fine-tuning of NMT: A Case Study of In-domain Translation.
CoRR, 2023
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
Proceedings of the 24th Annual Conference of the European Association for Machine Translation, 2023
Proceedings of the IEEE Conference on Games, 2023
2022
IEEE Trans. Games, 2022
Frontiers Virtual Real., 2022
Out of the Maze: Investigating Fluid Intelligence and Numeracy as Predictive Factors of Planning Skills Using Video Games.
Proceedings of the Games and Learning Alliance: 11th International Conference, 2022
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
An Exploratory Study on the Purchase Intentions of Modern Board Games: Purchase Intentions of Modern Board Games.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022
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
Selecting Parallel In-domain Sentences for Neural Machine Translation Using Monolingual Texts.
CoRR, 2021
Surprisingness - A Novel Objective Interestingness Measure in Hypergraph Pattern Mining from Knowledge Graphs for Common Sense Learning.
Proceedings of the 2021 IEEE International Conference on Big Knowledge, 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
Proceedings of the Advances in Usability, User Experience, Wearable and Assistive Technology, 2021
2020
Avatars of a Feather Flock Together: Gender Homophily in Online Video Games Revealed via Exponential Random Graph Modeling.
IEEE Trans. Games, 2020
Corrigendum to "Modeling and adjusting in-game difficulty based on facial expression analysis" [Entertain. Comput. 31 (2019) 100307].
Entertain. Comput., 2020
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020
Proceedings of the IEEE Conference on Games, 2020
2019
Entertain. Comput., 2019
Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511).
Dagstuhl Reports, 2019
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019
Proceedings of the IEEE Conference on Games, 2019
2018
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018
2017
Entertain. Comput., 2017
Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471).
Dagstuhl Reports, 2017
Proceedings of the 10th ACM SIGPLAN International Conference on Software Language Engineering, 2017
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017
2016
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2016
The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2016
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2016
Proceedings of the ECAI 2016 - 22nd European Conference on Artificial Intelligence, 29 August-2 September 2016, The Hague, The Netherlands, 2016
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
2015
IEEE Trans. Comput. Intell. AI Games, 2015
Expert Syst. J. Knowl. Eng., 2015
Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051).
Dagstuhl Reports, 2015
Proceedings of the 2015 IEEE International Conference on Systems, 2015
Proceedings of the Serious Games - First Joint International Conference, 2015
Proceedings of the 14th IEEE International Conference on Machine Learning and Applications, 2015
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
Proceedings of the Advances in Social Simulation 2015 [Papers from the Conference of the European Social Simulation Association 2015, 2015
2014
Proceedings of the Modern Advances in Applied Intelligence, 2014
The Intelligence of Agents in Games.
Proceedings of the ICAART 2014, 2014
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014
2013
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013
Proceedings of the Artificial and Computational Intelligence in Games, 2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the Computers and Games - 8th International Conference, 2013
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013
2012
Dagstuhl Reports, 2012
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012
2011
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011
2010
Proceedings of the Computers and Games - 7th International Conference, 2010
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010
2009
IEEE Trans. Comput. Intell. AI Games, 2009
Psychologically Verified Player Modelling.
Proceedings of the GAMEON'2009, 2009
Proceedings of the Advances in Computer Games, 12th International Conference, 2009
Proceedings of the Advances in Computer Games, 12th International Conference, 2009
2008
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008
2007
Opponent Modeling in Real-Time Strategy Games.
Proceedings of the GAMEON'2007, 2007
Map-Adaptive Artificial Intelligence for Video Games.
Proceedings of the GAMEON'2007, 2007
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007
2006
2005
Proceedings of the Entertainment Computing, 2005
Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning.
Proceedings of the Proceedings, 2005
2004
Int. J. Intell. Games Simul., 2004
Proceedings of the Entertainment Computing, 2004
Proceedings of the Entertainment Computing, 2004
2003
Int. J. Intell. Games Simul., 2003
On-Line Adaptation of Game Opponent AI in Simulation and in Practice.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003
2002
Complex games and palm computers.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002
Improving Game Opponent AI by Machine Learning.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002
2001
Palm Game Design.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001
2000
Proceedings of the Advances in Artificial Intelligence. PRICAI 2000 Workshop Reader, Four Workshops held at PRICAI 2000, Melbourne, Australia, August 28, 2000