Guillaume Levieux
Selected Research Papers
2022 - Genetic-WFC: Extending Wave Function Collapse with Genetic Search
- TOG - IEEE Transactions on Games - cite - doi
- TOG - IEEE Transactions on Games - cite - doi
2022 - Difficulty Pacing Impact on Player Motivation
- ICEC - Entertainment Computing -- ICEC 2022 - cite - doi
- ICEC - Entertainment Computing -- ICEC 2022 - cite - doi
2022 - Automated Evaluation of Game Experience Based on Game Dynamics and Motives for Play
- CHI Play - 2022 Annual Symposium on Computer-Human Interaction in Play - cite - doi
- CHI Play - 2022 Annual Symposium on Computer-Human Interaction in Play - cite - doi
2019 - δ-logit : Dynamic Difficulty Adjustment Using Few Data Points
- ICEC - International Conference on Entertainment Computing - cite - doi
- ICEC - International Conference on Entertainment Computing - cite - doi
2019 - Dynamic Difficulty Adjustment Impact on Players' Confidence
- CHI - Conference on Human Factors in Computing Systems - cite - doi
- CHI - Conference on Human Factors in Computing Systems - cite - doi
2017 - From Objective to Subjective Difficulty Evaluation in Video Games
- Interact - Reviewer's Choice Award - cite - doi
- Interact - Reviewer's Choice Award - cite - doi
2017 - Difficulty Influence on Motivation over Time in Video Games using Survival Analysis
- FDG - Foundation of Digital Games - cite - doi
- FDG - Foundation of Digital Games - cite - doi
2016 - Design Influence on Player Retention: A Method Based on Time Varying Survival Analysis
- IEEE CIG - Computational Intelligence and Games - cite - doi
- IEEE CIG - Computational Intelligence and Games - cite - doi
2015 - Making Sense of Emergent Narratives: An Architecture Supporting Player-Triggered Narrative Processes
- IEEE CIG - Computational Intelligence and Games - cite - doi
- IEEE CIG - Computational Intelligence and Games - cite - doi
2015 - Towards Real-Time Interactive Visualization Modes of Molecular Surfaces: Examples with Udock
- IEEE VR - VARMS Workshop - cite - doi
- IEEE VR - VARMS Workshop - cite - doi
2014 - An Out of Character Approach to Emergent Narratives
- FDG - Foundations of Digital Games - cite - doi
- FDG - Foundations of Digital Games - cite - doi
2014 - Designing Tangible Video Games: Lessons Learned from the Sifteo Cubes
- CHI - Conference on Human Factors in Computing Systems - Honorable Mention Award - cite - doi
- CHI - Conference on Human Factors in Computing Systems - Honorable Mention Award - cite - doi
2014 - Udock, the Interactive Docking Entertainment System
- Faraday Discussions - FD169 - Royal Society of Chemistery - cite - doi
- Faraday Discussions - FD169 - Royal Society of Chemistery - cite - doi
2012 - Out of Context Augmented Navfields: Designing Crowd Choreographies
- ICEC - Proceedings of International Conference on Entertainment Computing - cite - doi
- ICEC - Proceedings of International Conference on Entertainment Computing - cite - doi
2011 - Difficulty in Video Games: an Experimental Validation of a Formal Definition
- ACE - International Conference on Advances in Computer Entertainment Technology - cite - doi
- ACE - International Conference on Advances in Computer Entertainment Technology - cite - doi
2010 - Measuring the level of difficulty in single player video games
- Entertainment Computing - Volume 2, Issue 4, 2011, Pages 205-213, ISSN 1875-9521 - cite - doi
- Entertainment Computing - Volume 2, Issue 4, 2011, Pages 205-213, ISSN 1875-9521 - cite - doi
2009 - Scaling the Difficulty Level of Single Player Video Games
- ICEC - 8th International Conference on Entertainment Computing , Paris, France, 2009 - doi
- ICEC - 8th International Conference on Entertainment Computing , Paris, France, 2009 - doi
2007 - Dialogs taking into account experience, emotions and personality
- DIMEA - Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, ACM, 2007, 9-12 - doi
- DIMEA - Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, ACM, 2007, 9-12 - doi