Rafael Bidarra

Orcid: 0000-0003-4281-6019

Affiliations:
  • TU Delft


According to our database1, Rafael Bidarra authored at least 121 papers between 1992 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

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Bibliography

2023
Procedural Generation of Narrative Worlds.
IEEE Trans. Games, June, 2023

A Theory-of-mind Game for the Early Detection of Frontotemporal Dementia.
Proceedings of the Interactive Storytelling, 2023

Astral Body: A Virtual Reality Game for Body Ownership Investigation.
Proceedings of the Games and Learning Alliance - 12th International Conference, 2023

Procedural generation of challenges for personalized gait rehabilitation.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Hierarchical Semantic Wave Function Collapse.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Little Big Data - a secondary school game raising awareness on data collection and analysis.
Proceedings of the IEEE Conference on Games, 2023

2022
Resto Quest - A Serious Game on the Restorative Effects of Immersive Virtual Environments.
Proceedings of the Simulation and Gaming for Social Impact: 53rd International Simulation and Gaming Association Conference, 2022

The TaleMaker database of mixed-initiative co-created stories.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Mixed-initiative story co-creation with TaleMaker.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

miWFC - Designer Empowerment through mixed-initiative Wave Function Collapse.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Benni's Forest - a serious game on the challenges of reforestation.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Training and assessing perspective taking through A Hole New Perspective.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Guest Editorial Special Issue on Team AI in Games.
IEEE Trans. Games, 2021

Procedural generation of problems for elementary math education.
Int. J. Serious Games, 2021

Team Sports for Game AI Benchmarking Revisited.
Int. J. Comput. Games Technol., 2021

A Synset-Based Recommender Method for Mixed-Initiative Narrative World Creation.
Proceedings of the Interactive Storytelling, 2021

Exploring Multiple Perspectives in Citizenship Education with a Serious Game.
Proceedings of the Interactive Storytelling, 2021

Story Authoring in Augmented Reality.
Proceedings of the 16th International Joint Conference on Computer Vision, 2021

How can you save the world? Empowering sustainable diet change with a serious game.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
A Serious Game for Students to Acquire Productivity Habits.
Proceedings of the Games and Learning Alliance - 9th International Conference, 2020

A Serious Game for Changing Mindsets About Loans for Home Retrofitting.
Proceedings of the Games and Learning Alliance - 9th International Conference, 2020

Misusing mobile phones to break the ice: the tabletop game Maze Maestro.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Declarative procedural generation of architecture with semantic architectural profiles.
Proceedings of the IEEE Conference on Games, 2020

Pinball for the Visually Impaired - an Audio Spatialization and Sonification Mobile Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Story ARtist.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
Orchestrating Game Generation.
IEEE Trans. Games, 2019

Stimulating ideation in new teams with the mobile game Grapplenauts.
Int. J. Serious Games, 2019

IMOVE: A Motion Tracking and Projection Framework for Social Interaction Applications.
Int. J. Comput. Games Technol., 2019

Star Tag: a superhuman sport to promote physical activity.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Superhuman sports in mixed reality: the multi-player game League of Lasers.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Quantum Physics vs. Classical Physics: Introducing the Basics with a Virtual Reality Game.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Learning Geothermal Energy Basics with the Serious Game HotPipe.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Loud and Clear: The VR Game Without Visuals.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

A Serious Game to Inform Young Citizens on Canal Water Maintenance.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

A generalized semantic representation for procedural generation of rooms.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

2018
Authoring Adaptive Game World Generation.
IEEE Trans. Games, 2018

Foreword to the Special Section on XVII Brazilian symposium on computer games and digital entertainment (SBGames 2018).
Comput. Graph., 2018

League of lasers: a superhuman sport using motion tracking.
Proceedings of the First Superhuman Sports Design Challenge: First International Symposium on Amplifying Capabilities and Competing in Mixed Realities, 2018

STAR: superhuman training in augmented reality.
Proceedings of the First Superhuman Sports Design Challenge: First International Symposium on Amplifying Capabilities and Competing in Mixed Realities, 2018

Musicality: A Game to Improve Musical Perception.
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018

MainTrain: A Serious Game on the Complexities of Rail Maintenance.
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018

Understanding everything NPCs can do: metrics for action similarity in non-player characters.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

2017
Introduction.
Trans. Digit. Games Res. Assoc., 2017

A Survey on Story Generation Techniques for Authoring Computational Narratives.
IEEE Trans. Comput. Intell. AI Games, 2017

A Therapy System for Post-Traumatic Stress Disorder Using a Virtual Agent and Virtual Storytelling to Reconstruct Traumatic Memories.
J. Medical Syst., 2017

Ecologically Sound Procedural Generation of Natural Environments.
Int. J. Comput. Games Technol., 2017

A semantic approach to patch-based procedural generation of urban road networks.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

2016
Procedural Generation of Traffic Signs.
Proceedings of the 4th Eurographics Workshop on Urban Data Modelling and Visualisation, 2016

2015
Procedural Content Graphs for Urban Modeling.
Int. J. Comput. Games Technol., 2015

Procedural generation and interactive web visualization of natural environments.
Proceedings of the 20th International Conference on 3D Web Technology, 2015

An audio game for training navigation skills of blind children.
Proceedings of the 2nd IEEE VR Workshop on Sonic Interactions for Virtual Environments, 2015

A Semantic Foundation for Mixed-Initiative Computational Storytelling.
Proceedings of the Interactive Storytelling, 2015

Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Super Starfish Mania: Fish for Friends.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Procedural Generation of Dungeons.
IEEE Trans. Comput. Intell. AI Games, 2014

Semantic crowds.
Entertain. Comput., 2014

A Survey on Procedural Modelling for Virtual Worlds.
Comput. Graph. Forum, 2014

Integrating semantics and narrative world generation.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Taxi trouble: communication is key.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

BloxAR: augment your social life!
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2013
Gaming at the dentist's - serious game design for pain and discomfort distraction.
Proceedings of the Games for Health, 2013

The Move Beyond Edutainment: Have We Learnt Our Lessons from Entertainment Games?
Proceedings of the Games and Learning Alliance - Second International Conference, 2013

A robust throw detection library for mobile games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Gameplay semantics for authoring adaptivity in mobile games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Designing Procedurally Generated Levels.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

A Generic Method for Classification of Player Behavior.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

Paintrix: Color Up Your Life!
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
Semantic Crowds: Reusable Population for Virtual Worlds.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Multi-core scalable and efficient pathfinding with Parallel Ripple Search.
Comput. Animat. Virtual Worlds, 2012

From Their Environment to Their Behavior: A Procedural Approach to Model Groups of Virtual Agents.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

A Method for Specifying Semantics of Large Sets of 3D Models.
Proceedings of the GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2012

Using gameplay semantics to procedurally generate player-matching game worlds.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

Designing Semantic Game Worlds.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

2011
Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques.
IEEE Trans. Comput. Intell. AI Games, 2011

Guest Editorial: Procedural Content Generation in Games.
IEEE Trans. Comput. Intell. AI Games, 2011

Adaptivity Challenges in Games and Simulations: A Survey.
IEEE Trans. Comput. Intell. AI Games, 2011

A declarative approach to procedural modeling of virtual worlds.
Comput. Graph., 2011

Parallel Ripple Search - Scalable and Efficient Pathfinding for Multi-core Architectures.
Proceedings of the Motion in Games - 4th International Conference, 2011

High-level Scenario Editing for Serious Games.
Proceedings of the GRAPP 2011, 2011

Procedural filters for customization of virtual worlds.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

Semantic constraints for procedural generation of virtual worlds.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

Interdisciplinary Game Projects: Opening the Graphics (Back) Door with the Soft Skills Key.
Proceedings of the 32nd Annual Conference of the European Association for Computer Graphics, 2011

A semantic generation framework for enabling adaptive game worlds.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Declarative Terrain Modeling for Military Training Games.
Int. J. Comput. Games Technol., 2010

Real-time rendering of river networks.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

Procedural Natural Systems for Game Level Design.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Integrating procedural generation and manual editing of virtual worlds.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Interactive Creation of Virtual Worlds Using Procedural Sketching.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

Growing on the inside: Soulful characters for video games.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

A Semantic Scene Description Language for Procedural Layout Solving Problems.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Game Technology for Training and Education.
Int. J. Comput. Games Technol., 2009

A Semantic Navigation Model for Video Games.
Proceedings of the Motion in Games, Second International Workshop, 2009

Collision Avoidance between Avatars of Real and Virtual Individuals.
Proceedings of the Motion in Games, Second International Workshop, 2009

Services in Game Worlds: A Semantic Approach to Improve Object Interaction.
Proceedings of the Entertainment Computing, 2009

Interactive GPU-based procedural heightfield brushes.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Procedural City Layout Generation Based on Urban Land Use Models.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

Using Semantics to Improve the Design of Game Worlds.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
The role of semantics in games and simulations.
Comput. Entertain., 2008

Towards Emotional Characters in Computer Games.
Proceedings of the Entertainment Computing, 2008

Bringing a pioneer games project to the next level.
Proceedings of the 3rd International Conference on Game Development in Computer Science Education, 2008

From a Light CG Framework to a strong Cannibal Experience.
Proceedings of the 29th Annual Conference of the European Association for Computer Graphics, 2008

A Proposal for a Procedural Terrain Modelling Framework.
Proceedings of the 14th Eurographics Symposium on Virtual Environments, 2008

2007
Advanced direct manipulation of feature models.
Proceedings of the GRAPP 2007, 2007

Balancing Pedagogy, Game and Reality Components Within a Unique Serious Game for Training Levee Inspection.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2007

2006
Constraint solving for direct manipulation of features.
Artif. Intell. Eng. Des. Anal. Manuf., 2006

2005
Efficiency of boundary evaluation for a cellular model.
Comput. Aided Des., 2005

2002
A Collaborative Framework for Integrated Part and Assembly Modeling.
J. Comput. Inf. Sci. Eng., 2002

A Collaborative Feature Modeling System.
J. Comput. Inf. Sci. Eng., 2002

Feature Model Visualization.
Comput. Graph. Forum, 2002

Persistent Naming Through Persistent Entities.
Proceedings of the 2002 Geometric Modeling and Processing (GMP 2002), 2002

2001
Web-based collaborative feature modeling.
Proceedings of the Sixth ACM Symposium on Solid Modeling and Applications, 2001

2000
Semantic feature modelling.
Comput. Aided Des., 2000

On Families of Objects and Their Semantics.
Proceedings of the Geometric Modeling and Processing 2000, 2000

Satisfying Interaction Constraints.
Proceedings of the From Geometric Modeling to Shape Modeling, 2000

Web-based Interaction on Feature Models.
Proceedings of the From Geometric Modeling to Shape Modeling, 2000

1999
Validity maintenance of semantic feature models.
Proceedings of the Fifth ACM Symposium on Solid Modeling and Applications, 1999

1998
Representation and management of feature information in a cellular model.
Comput. Aided Des., 1998

1997
Multiple-View Feature Modelling and Conversion.
Proceedings of the Geometric Modeling: Theory and Practice, 1997

1993
Intelligent form feature interaction management in a cellular modeling scheme.
Proceedings of the ACM Symposium on Solid Modeling Foundations and CAD/CAM Applications, 1993

1992
A Cellular Approach for Feature-Based Modeling.
Proceedings of the Graphics Modeling and Visualization in Science and Technology, 1992


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