Publications

Kampa, A., Haake, S., & Burelli, P. (2016). Storytelling in Serious Games. In Entertainment Computing and Serious Games(pp. 521–539). Springer. https://doi.org/10.1007/978-3-319-46152-6_19

Burelli, P. (2016). Game Cinematography: From Camera Control to Player Emotions. In K. Karpouzis & G. N. Yannakakis (Eds.), Emotion in Games – Theory and Paxis(Vol. 4, pp. 181–195). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-41316-7_11

Brogaard Buss, D., Vestergaard Eland, M., Lystlund, R., & Burelli, P. (2015). The Quality System – An Attempt to Increase Cohesiveness Between Quest Givers and Quest Types. In International Conference on Interactive Digital Storytelling(pp. 381–384). Copenhagen, Denmark: Springer. https://doi.org/10.1007/978-3-319-27036-4_41

Hannesson, H. J., Reimann-Andersen, T., Burelli, P., & Bruni, L. E. (2015). Connecting the Dots: Quantifying the Narrative Experience in Interactive Media. In International Conference on Interactive Digital Storytelling(pp. 189–201). Copenhagen, Denmark: Springer. https://doi.org/10.1007/978-3-319-27036-4_18

Burelli, P. (2015). Implementing Game Cinematography: Technical Challenges and Solutions for Automatic Camera Control in Games. In W. H. Bares, M. Christie, & R. Ronfard (Eds.), Eurographics Workshop on Intelligent Cinematography and Editing(pp. 59–63). Zurich: Eurographics Association. https://doi.org/10.2312/wiced.20151080

Burelli, P., & Yannakakis, G. N. (2015). A Benchmark For Virtual Camera Control in Computer Games. In European Conference on Applications of Evolutionary Computation. https://doi.org/10.1007/978-3-319-16549-3_37

Burelli, P., & Yannakakis, G. N. (2015). Adaptive Virtual Camera Control Trough Player Modelling. User Modelling and User-Adapted Interaction. https://doi.org/10.1007/s11257-015-9156-4

Burelli, P., & Preuss, M. (2014). Automatic Camera Control: A Dynamic Multi-Objective Perspective. In A. I. Esparcia-Alcázar & A. M. Mora (Eds.), European Conference on Applications of Evolutionary Computation(Vol. 8602, pp. 361–373). Granada, Spain: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-662-45523-4

Merelo, J. J., & Burelli, P. (2014). Introduction to the special issue on evolutionary intelligence in games. Evolutionary Intelligence6(4), 193–194. https://doi.org/10.1007/s12065-014-0104-8

Burelli, P., Triantafyllidis, G., & Patras, I. (2014). Non-invasive player experience estimation from body motion and game context. In IEEE Conference on Computational Intelligence and Games(pp. 1–7). Dortmund: IEEE. https://doi.org/10.1109/CIG.2014.6932871

Burelli, P. (2013). Adapting Virtual Camera Behaviour. In FDG Workshop On Intelligent Cinematography and Editing. https://doi.org/10.13140/2.1.2545.9525

Burelli, P. (2013). Virtual Cinematography in Games : Investigating the Impact on Player Experience. In International Conference On The Foundations Of Digital Games(pp. 134–141). Chania, Greece: Society for the Advancement of the Science of Digital Games. https://doi.org/10.13140/2.1.4643

Turchet, L., Burelli, P., & Serafin, S. (2013). Haptic feedback for enhancing realism of walking simulations. IEEE Transactions on Haptics6(1), 35–45. https://doi.org/10.1109/TOH.2012.51

Preuss, M., Burelli, P., & Yannakakis, G. N. (2012). Diversified virtual camera composition. In C. Di Chio, A. Agapitos, S. Cagnoni, C. Cotta, F. F. de Vega, G. A. Di Caro, … G. N. Yannakakis (Eds.), European Conference on Applications of Evolutionary Computation(Vol. 7248, pp. 265–274). Malaga, Spain: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-29178-4

Burelli, P. (2012). Interactive Virtual Cinematography. IT University Of Copenhagen. https://doi.org/10.13140/2.1.2070.8163

Burelli, P., Preuss, M., & Yannakakis, G. N. (2012). Optimising for Multiple Shots: An Analysis of Solutions Diversity in Virtual Camera Composition. In FDG Workshop On Intelligent Cinematography and Editing. Raleigh, USA. https://doi.org/10.13140/2.1.3250.4643

Burelli, P., & Yannakakis, G. N. (2011). Towards Adaptive Virtual Camera Control in Computer Games. In L. Dickmann, G. Volkmann, R. Malaka, S. Boll, A. Krüger, & P. Olivier (Eds.), International symposium on Smart Graphics(Vol. 6815, pp. 25–36). Bremen, Germany: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-22571-0

Picardi, A., Burelli, P., & Yannakakis, G. N. (2011). Modelling virtual camera behaviour through player gaze. In International Conference on Foundations of Digital Games(pp. 107–114). Bordeaux, France: ACM Press. https://doi.org/10.1145/2159365.2159380

Burelli, P., & Yannakakis, G. N. (2010). Combining local and global optimisation for virtual camera control. In IEEE Conference on Computational Intelligence and Games(pp. 403–410). https://doi.org/10.1109/ITW.2010.5593328

Burelli, P., & Yannakakis, G. N. (2010). Global search for occlusion minimisation in virtual camera control. In IEEE Congress on Evolutionary Computation(pp. 1–8). Barcelona: IEEE. https://doi.org/10.1109/CEC.2010.5586503

Burelli, P., & Jhala, A. (2009). CamOn: A Real-Time Autonomous Camera Control System. In AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference. Palo Alto: AAAI. https://doi.org/10.13140/2.1.2332.9602

Burelli, P., & Jhala, A. (2009). Dynamic Artificial Potential Fields for Autonomous Camera Control. In AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference. Palo Alto: AAAI. https://doi.org/10.13140/2.1.1284.3847

Burelli, P., Di Gaspero, L., Ermetici, A., & Ranon, R. (2008). Virtual camera composition with particle swarm optimization. In A. Butz, B. Fisher, A. Krüger, P. Olivier, & M. Christie (Eds.), International symposium on Smart Graphics(Vol. 5166 LNCS, pp. 130–141). Berlin, Heidelberg: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-540-85412-8_12