Biblio
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“Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables”, Universidad Complutense de Madrid, Madrid, 2008.
2008-peinado-armazon-PhD.pdf (3.97 MB)
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“Ontological reasoning for improving the treatment of emotions in text”, Knowledge and Information Systems, vol. 24, p. 23, 2010.
KAIS2010.pdf (952.52 KB)
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“Narración Digital e Interactiva: Dirección automática de entornos virtuales”, Novática, vol. 180, 2006.
2006-peinado-narracion-PRE.pdf (65.94 KB)
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“Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos”, La Revista Icono 14, vol. 4, 2005.
2005-peinado-juego.pdf (262.71 KB)
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“Interactive Digital Storytelling: Automatic Direction of Virtual Environments”, Upgrade, vol. VII, pp. 42-46, 2006.
2006-peinado-interactive-PRE.pdf (64.07 KB)
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“Influence of personal choices on lexical variability in referring expressions”, Natural Language Engineering, vol. 22, pp. 257-290, 2016.
HervasEtAl_NLE_2016.pdf (480.66 KB)
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“Evaluation of Automatic Generation of Basic Stories”, New Generation Computing, vol. 24, pp. 289-302, 2006.
2006-peinado-evaluation-PRE.pdf (183.79 KB)
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“EmoTales: creating a corpus of folk tales with emotional annotations”, Language Resources and Evaluation, vol. 45, 2011.
LRE_FranciscoGervasPeinadoGervas_2011.pdf (647.7 KB)
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“De cómo la realidad puede tomar parte en juegos emergentes”, La Revista Icono 14, vol. 8, 2006.
2006-peinado-realidad.pdf (543.21 KB)
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“Assessing the Novelty of Computer-Generated Narratives using Empirical Metrics”, MINDS AND MACHINES, vol. 20, p. 588, 2010.
M&M_PeinadoFranciscoHervasGervas_2010.pdf (240 KB)
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“Walking in VR: Measuring Presence and Simulator Sickness in First-Person Virtual Reality Games”, in Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, España, 2016.
, “Transferring Game Mastering Laws to Interactive Digital Storytelling”, in International Conference on Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Germany, 2004.
2004-peinado-transferring.pdf (125.92 KB)
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“A Testbed Environment for Interactive Storytellers”, in 2nd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN), Playa del Carmen, Cancun, Mexico, 2008.
2008-peinado-testbed-PUBLISHED.pdf (545.97 KB)
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“Story Plot Generation based on CBR”, in 24th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence (AI-2004), Cambridge, UK, 2004.
GervasetalAI2004.pdf (313.9 KB)
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“Simposio de Desarrolladores: Reflexiones desde la Perspectiva de la Industria y la Creación”, in Congreso Internacional de Videojuegos y Educación, Cáceres, España, 2013.
, “Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework”, in International Conference on Interactive Digital Storytelling, Erfurt, Germany, 2008.
2008-peinado-revisiting.pdf (398.83 KB)
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“RCEI: An API for Remote Control of Narrative Environments”, in 4th International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling (ICVS), Saint-Malo, France, 2007, vol. 4871, pp. 181-186.
2007-peinado-rcei-PUBLISHED.pdf (1 MB)
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“Ontological Reasoning to Configure Emotional Voice Synthesis”, in Web Reasoning and Rule Systems (RR 2007), Innsbruck, Austria, 2007, pp. 88–102.
FranciscoEtAlRR2007.pdf (177.61 KB)
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“A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game”, in Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, España, 2016.
, “Narrative Models: Narratology Meets Artificial Intelligence”, in International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis, Genova, Italy, 2006, pp. 44-51.
2006-gervas-narrative.pdf (165.22 KB)
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“Modelos De Comportamiento De Unidades Militares De Un Videojuego De Estrategia En Tiempo Real Basados En Máquinas De Estado Multinivel”, in Congreso Internacional de Arte, Diseño y Desarrollo de Videojuegos en la Industria Creativa, Madrid, España, 2015.
, “Modelling Suspicion as a Game Mechanism for Designing a Computer-Played Investigation Character”, in Congreso de la Sociedad Española Para las Ciencias del Videojuego, Barcelona, España, 2015.
, “Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL”, in 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE), Darmstadt, Germany, 2006, vol. 4326, pp. 93-97.
2006-peinado-minstrel.pdf (84.98 KB)
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“Los videojuegos y sus fronteras. Desafíos de producción y diseño para las nuevas generaciones”, in Tempo 2009, Albacete, España, 2009.
, “Interactive Storytelling in Educational Environments”, in 3rd International Conference on Multimedia and ICT´s in Education (m-ICTE): Recent Research Developments in Learning Technologies, Caceres, Spain, 2005, vol. 3, pp. 1345-1349.
2005-peinado-interactive.pdf (205.59 KB)
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