Publications

Kristensen, Jeppe Theiss, and Paolo Burelli. “Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data.” 30 Jan. 2024. Web. 6 Mar. 2024. <http://arxiv.org/abs/2401.17436>.
Burelli, Paolo, and Laurits Dixen. “Playing With Neuroscience: Past, Present and Future of Neuroimaging and Games.” 2024. Web. <https://arxiv.org/abs/2403.15413>.
Frost Jensen, Maj, Laurits Dixen, and Paolo Burelli. “Hades Again and Again: A Study on Frustration Tolerance, Physiology and Player Experience.” Advances in Computer Games. Ed. Michael Hartisch, Chu-Hsuan Hsueh, and Jonathan Schaeffer. Cham: Springer Nature Switzerland, 2024. 111–120. Web. <https://arxiv.org/pdf/2401.14878.pdf>. Lecture Notes in Computer Science.
Gorlini, Chiara, Laurits Dixen, and Paolo Burelli. “EEG Recordings of Exposure to Unrealistic, Semi-Realistic and Realistic Character Faces.” 18 May 2023. Web. 18 May 2023. <https://zenodo.org/record/7948158>.
Gorlini, Chiara, Laurits Dixen, and Paolo Burelli. “Investigating the Uncanny Valley Phenomenon Through the Temporal Dynamics of Neural Responses to Virtual Characters.” Proceedings of the 2023 IEEE Conference on Games. Boston: IEEE, 2023. Print.
Hegedues, Christine et al. “Investigating Perceived and Mechanical Challenge in Games Through Cognitive Activity.” Proceedings of the 2023 IEEE Conference on Games. Boston: IEEE, 2023. Web. <https://arxiv.org/pdf/2307.03524.pdf>.
Volden, Thomas, Djordje Grbic, and Paolo Burelli. “Procedurally Generating Rules to Adapt Difficulty for Narrative Puzzle Games.” Proceedings of the 2023 IEEE Conference on Games. Boston: IEEE, 2023. Web. <https://arxiv.org/pdf/2307.05518.pdf>.
Kristensen, Jeppe Theiss et al. “Personalized Game Difficulty Prediction Using Factorization Machines.” Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology. Tumalo Falls, USA: ACM, 2022. 1–13. Web. <https://arxiv.org/pdf/2209.13495>.
Kristensen, Jeppe Theiss, Arturo Valdivia, and Paolo Burelli. “Statistical Modelling of Level Difficulty in Puzzle Games.” Proceedings of the 2021 IEEE Conference on Games (CoG). Copenhagen: IEEE, 2021. 1–8. Web. <https://arxiv.org/pdf/2107.03305>.
Hald, Andreas et al. “Procedural Content Generation of Puzzle Games Using Conditional Generative Adversarial Networks.” Proceedings of the 15th International Conference on the Foundations of Digital Games. Valletta, Malta: N.p., 2020. 1–9. Web. <https://arxiv.org/pdf/2306.15696>.
Kristensen, Jeppe Theiss, Arturo Valdivia, and Paolo Burelli. “Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement Learning.” Proceedings of the 2020 IEEE Conference on Games (CoG). Osaka, Japan: IEEE, 2020. 636–639. Web. <https://arxiv.org/pdf/2306.14626>.
Korsgaard, Dannie et al. “Creating User Stereotypes for Persona Development from Qualitative Data through Semi-Automatic Subspace Clustering.” User modeling and user-adapted interaction 30 (2020): 81–125. Web. <https://arxiv.org/pdf/2306.14551>.
Kristensen, Jeppe Theiss, and Paolo Burelli. “Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games.” Proceedings of the 15th International Conference on the Foundations of Digital Games. Valletta, Malta: N.p., 2020. 1–10. Web. <https://arxiv.org/pdf/2007.01542>.
Kristensen, Jeppe Theiss, and Paolo Burelli. “Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games.” Proceedings of the 2019 IEEE Conference on Games (CoG). London, UK: IEEE, 2019. 1–8. Web. <https://arxiv.org/pdf/2209.03184>.
Burelli, Paolo. “Predicting Customer Lifetime Value in Free-to-Play Games.” Data Analytics Applications in Gaming and Entertainment. Auerbach Publications, 2019. 79–107. Web. <https://arxiv.org/pdf/2209.12619>.
Burelli, Paolo. “Game Cinematography: From Camera Control to Player Emotions.” Emotion in Games: Theory and Praxis. Springer, 2016. 181–195. Print.
Kampa, Antonia, Susanne Haake, and Paolo Burelli. “Storytelling in Serious Games.” Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers. Springer, 2016. 521–539. Print.
Burelli, Paolo. “Implementing Game Cinematography: Technical Challenges and Solutions for Automatic Camera Control in Games.” Eurographics Workshop on Intelligent Cinematography and Editing. European Association for Computer Graphics, 2015. Print.
Burelli, Paolo, and Georgios N. Yannakakis. “A Benchmark for Virtual Camera Control.” Applications of Evolutionary Computation: 18th European Conference, EvoApplications 2015, Copenhagen, Denmark, April 8-10, 2015, Proceedings 18. Springer, 2015. 455–467. Print.
Burelli, Paolo, and Georgios N. Yannakakis. “Adapting Virtual Camera Behaviour through Player Modelling.” User Modeling and User-Adapted Interaction 25 (2015): 155–183. Print.
Burelli, Paolo, Georgios Triantafyllidis, and Ioannis Patras. “Non-Invasive Player Experience Estimation from Body Motion and Game Context.” 2014 IEEE Conference on Computational Intelligence and Games. IEEE, 2014. 1–7. Print.
Burelli, Paolo, and Mike Preuss. “Automatic Camera Control: A Dynamic Multi-Objective Perspective.” Applications of Evolutionary Computation: 17th European Conference, EvoApplications 2014, Granada, Spain, April 23-25, 2014, Revised Selected Papers 17. Springer, 2014. 361–373. Print.
Burelli, Paolo. “Virtual Cinematography in Games: Investigating the Impact on Player Experience.” Foundations of Digital Games: The 8th International Conference on the Foundations of Digital Games. Society for the Advancement of the Science of Digital Games, 2013. Print.
Burelli, Paolo. “Interactive Virtual Cinematography.” N.p., 2012. Print.
Burelli, Paolo, Mike Preuss, and Georgios N. Yannakakis. “Optimising for Multiple Shots: An Analysis of Solutions Diversity in Virtual Camera Composition.” FDG Workshop On Intelligent Camera Control and Editing.—Cited On. Citeseer, 2012. 130. Print.
Preuss, Mike, Paolo Burelli, and Georgios N. Yannakakis. “Diversified Virtual Camera Composition.” Applications of Evolutionary Computation: EvoApplications 2012: EvoCOMNET, EvoCOMPLEX, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoNUM, EvoPAR, EvoRISK, EvoSTIM, and EvoSTOC, Málaga, Spain, April 11-13, 2012, Proceedings. Springer, 2012. 265–274. Print.
Turchet, Luca, Paolo Burelli, and Stefania Serafin. “Haptic Feedback for Enhancing Realism of Walking Simulations.” IEEE transactions on haptics 6.1 (2012): 35–45. Print.
Picardi, Andrea, Paolo Burelli, and Georgios N. Yannakakis. “Modelling Virtual Camera Behaviour through Player Gaze.” Proceedings of the 6th International Conference on Foundations of Digital Games. N.p., 2011. 107–114. Print.
Burelli, Paolo, and Georgios N. Yannakakis. “Towards Adaptive Virtual Camera Control in Computer Games.” Smart Graphics: 11th International Symposium, SG 2011, Bremen, Germany, July 18-20, 2011. Proceedings 11. Springer, 2011. 25–36. Print.
Burelli, Paolo, and Georgios N. Yannakakis. “Global Search for Occlusion Minimisation in Virtual Camera Control.” IEEE Congress on Evolutionary Computation. IEEE, 2010. 1–8. Print.
Burelli, Paolo, and Georgios N. Yannakakis. “Combining Local and Global Optimisation for Virtual Camera Control.” Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games. IEEE, 2010. 403–410. Print.
Burelli, Paolo, and Arnav Jhala. “CamOn: A Real-Time Autonomous Camera System.” Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Vol. 5. N.p., 2009. 187–188. Print.
Burelli, Paolo, and Arnav Jhala. “Dynamic Artificial Fields for Autonomous Camera Control.” Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Vol. 5. N.p., 2009. 8–13. Print.
Burelli, Paolo et al. “Virtual Camera Composition with Particle Swarm Optimization.” Smart Graphics: 9th International Symposium, SG 2008, Rennes, France, August 27-29, 2008. Proceedings 9. Springer, 2008. 130–141. Print.
Russoniello, Carmen V, Kevin O’Brien, and Jennifer M Parks. “EEG, HRV and Psychological Correlates While Playing Bejeweled II: A Randomized Controlled Study.” n. pag. Print.
“Physiological Findings.” : n. pag. Print.
“Synchronization/(De)Synchronization.” : n. pag. Print.
“P300.” : n. pag. Print.
“Steady-State VEP.” : n. pag. Print.
“Oscillatory EEG Activity/MI.” : n. pag. Print.
“And Task Pleasantness of a Mental Task Using VDT.” : n. pag. Print.
“Theta and Eyeblink Rate Would Appear to Be Good Indices of Attention Concentration.” : n. pag. Print.
“Fm-.” : n. pag. Print.
“Which 8 Subjects Reported to Be Most Boring.” : n. pag. Print.
“Subjects Reported They Most Preferred, and Minimum While Watching Animation.” : n. pag. Print.
“Amounts of Fm-Theta and The.” : n. pag. Print.
“Degree of Blink Inhibition Were Maximum While Playing Video Game, Which Al.” : n. pag. Print.
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