Zobrazeno 1 - 10
of 41
pro vyhledávání: '"Marian F. Ursu"'
Publikováno v:
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems.
Autor:
Sagarika Patra, Simon Demediuk, Ben Kirman, Athanasios V. Kokkinakis, Anders Drachen, Jonathan Hook, Justus Robertson, Marian F. Ursu, Oluseyi Olarewaju, Florian Block
Publikováno v:
Robertson, J, Kokkinakis, A V, Hook, J, Kirman, B, Block, F, Ursu, M F, Patra, S, Demediuk, S, Drachen, A & Olarewaju, O 2021, Wait, but Why? Assessing Behavior Explanation Strategies for Real-Time Strategy Games . in 26th International Conference on Intelligent User Interfaces, IUI 2021 . Association for Computing Machinery, International Conference on Intelligent User Interfaces, Proceedings IUI, pp. 32-42, 26th International Conference on Intelligent User Interfaces: Where HCI Meets AI, IUI 2021, Virtual, Online, United States, 14/04/2021 . https://doi.org/10.1145/3397481.3450699
IUI
IUI
Work in AI-based explanation systems has uncovered an interesting contradiction: People prefer and learn best from why explanations but expert esports commentators primarily answer what questions when explaining complex behavior in real-time strategy
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::0853e183af6239470ecd3d1ea7efd17c
https://portal.findresearcher.sdu.dk/da/publications/36eacdfa-783e-46df-9b2e-0733412f33cc
https://portal.findresearcher.sdu.dk/da/publications/36eacdfa-783e-46df-9b2e-0733412f33cc
Publikováno v:
IMX
Vatavu, R-D, Saeghe, P, Chambel, T, Vinayagamoorthy, V & Ursu, M F 2020, Conceptualizing Augmented Reality Television for the Living Room . in ACM International Conference on Interactive Media Experiences . https://doi.org/10.1145/3391614.3393660
Vatavu, R-D, Saeghe, P, Chambel, T, Vinayagamoorthy, V & Ursu, M F 2020, Conceptualizing Augmented Reality Television for the Living Room . in ACM International Conference on Interactive Media Experiences . https://doi.org/10.1145/3391614.3393660
We examine the concept and characteristics of "Augmented Reality Television" (ARTV) using a four-step investigation method consisting of (1) an analysis of commonly-accepted perspectives on Augmented and Mixed Reality systems, (2) a literature survey
Autor:
Simon Demediuk, Peter York, Peter Hughes, Isabelle Nölle, Alistair Coates, Athanasios V. Kokkinakis, Anders Drachen, Ben Kirman, Jonathan Hook, Florian Block, Oluseyi Olarewaju, Daniel Slawson, Sagarika Patra, Nicolas Hardie, Justus Robertson, Alan Pedrassoli Chitayat, Marian F. Ursu
Publikováno v:
IMX
Kokkinakis, A V, Demediuk, S, Nölle, I, Olarewaju, O, Patra, S, Robertson, J, York, P, Pedrassoli Chitayat, A P, Coates, A, Slawson, D, Hughes, P, Hardie, N, Kirman, B, Hook, J, Drachen, A, Ursu, M F & Block, F 2020, DAX : Data-Driven Audience Experiences in Esports . in IMX 2020-Proceedings of the 2020 ACM International Conference on Interactive Media Experiences . Association for Computing Machinery, IMX 2020-Proceedings of the 2020 ACM International Conference on Interactive Media Experiences, pp. 94-105, 2020 ACM International Conference on Interactive Media Experiences, IMX 2020, Barcelona, Spain, 17/06/2020 . https://doi.org/10.1145/3391614.3393659
Kokkinakis, A V, Demediuk, S, Nölle, I, Olarewaju, O, Patra, S, Robertson, J, York, P, Pedrassoli Chitayat, A P, Coates, A, Slawson, D, Hughes, P, Hardie, N, Kirman, B, Hook, J, Drachen, A, Ursu, M F & Block, F 2020, DAX : Data-Driven Audience Experiences in Esports . in IMX 2020-Proceedings of the 2020 ACM International Conference on Interactive Media Experiences . Association for Computing Machinery, IMX 2020-Proceedings of the 2020 ACM International Conference on Interactive Media Experiences, pp. 94-105, 2020 ACM International Conference on Interactive Media Experiences, IMX 2020, Barcelona, Spain, 17/06/2020 . https://doi.org/10.1145/3391614.3393659
Esports (competitive videogames) have grown into a global phenomenon with over 450m viewers and a 1.5bn USD market. Esports broadcasts follow a similar structure to traditional sports. However, due to their virtual nature, a large and detailed amount
Publikováno v:
IMX
This paper introduces a generic framework for OBM storytelling. Aiming to function as a complete end-to-end reference for authoring OBM narrative content - from conception to realization - it proposes an integrated model that includes the three essen
Autor:
Isabelle Nölle, Ben Kirman, Daniel Slawson, Alistair Coates, Marian F. Ursu, Sagarika Patra, Justus Roberstson, Alan Pedrassoli Chitayat, Simon Demediuk, Oluseyi Olarewaju, Athanasios V. Kokkinakis, Anders Drachen, Jonathan Hook, Florian Block
Publikováno v:
Olarewaju, O, Kokkinakis, A, Demediuk, S, Robertson, J, Nölle, I, Patra, S, Slawson, D, Chitayat, A, Coates, A, Kirmann, B, Drachen, A, Ursu, M F, Block, F & Hook, J 2020, Automatic Generation Of Text For Match Recaps Using Esport Caster Commentaries . in Proceedings of the International Conference of Natural Language Computing . pp. 117-131, International Conference of Natural Language Computing, Sydney, Australia, 01/01/2020 . https://doi.org/10.5121/csit.2020.101810
Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::e7080869ac727753ccc854ba1c883334
https://findresearcher.sdu.dk:8443/ws/files/197388903/csit101810.pdf
https://findresearcher.sdu.dk:8443/ws/files/197388903/csit101810.pdf
Autor:
Justus Robertson, Marian F. Ursu, Sagarika Patra, Athanasios V. Kokkinakis, Oluseji Olarewaju, Alan Pedrassoli Chitayat, Ben Kirmann, Simon Demediuk, Florian Block, Anders Drachen, Jonathan Hook
Publikováno v:
Advances in Intelligent Systems and Computing ISBN: 9783030522452
SAI (2)
SAI (2)
Multiplayer strategy games are examples of imperfect information games, where information about the game state can be retrieved through in-game mechanics. One such mechanic is vision. Within esports titles of this genre, such as League of Legends (Lo
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::9172d233603be1c554f91c5e2d835894
https://doi.org/10.1007/978-3-030-52246-9_5
https://doi.org/10.1007/978-3-030-52246-9_5
Publikováno v:
TVX
Participatory filmmaking offers opportunities to counterbalance stereotypes about mental health often endorsed by the mainstream media, by involving participants who have a lived experience of mental health problems in production. It is our experienc
Autor:
Nick Sephton, Anders Drachen, Peter I. Cowling, Stephen Hobson, Victoria J. Hodge, Marian F. Ursu, Florian Block, Sam Devlin
Publikováno v:
Block, F, Hodge, V, Hobson, S, Sephton, N, Devlin, S, Ursu, M F, Drachen, A & Cowling, P I 2018, Narrative bytes : Data-driven content production in esports . in TVX 2018-Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video . Association for Computing Machinery, TVX 2018-Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, pp. 29-41, 5th ACM International Conference on Interactive Experiences for TV and Online Video, TVX 2018, Seoul, Korea, Republic of, 26/06/2018 . https://doi.org/10.1145/3210825.3210833
TVX
TVX
Esports - video games played competitively that are broadcast to large audiences - are a rapidly growing new form of mainstream entertainment. Esports borrow from traditional TV, but are a qualitatively different genre, due to the high flexibility of
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::d902baa9ad588d4e85e711a4dc92a03d
https://portal.findresearcher.sdu.dk/da/publications/325f88ee-da90-4264-9fbf-1ed833aad090
https://portal.findresearcher.sdu.dk/da/publications/325f88ee-da90-4264-9fbf-1ed833aad090
Autor:
Davy Smith, Phil Stenton, Gerard Wilkinson, Jonathan Hook, Guy Schofield, Matthew Brooks, Marian F. Ursu, Tom Bartindale
Publikováno v:
Conference on Designing Interactive Systems (Companion Volume)
Modern TV viewing has moved away from the traditional shared living room and sofa experience towards consumption on an ever-evolving set of devices, in a variety of locations, as individuals, or as physically co-located and geographically dispersed g