Publikationen
To appear 2024[ to top ]
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Emerging Technologies and Frameworks for Serious Games. . In HUMAN COMPUTER INTERACTION: HCI APPLICATION DOMAINS, Vol. 5, C. Stephanidis, G. Salvendy (eds.). CRC Press, Taylor & Francis Group, To appear 2024.
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2024[ to top ]
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Beyond Deep Learning: Integrating Neuro-Symbolic AI for Enhanced Analysis of Facial Behavior of Emotions. . In 2024 Conference of the International Society for Research on Emotion, p. 83. International Society for Research on Emotion, 2024.
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Analysis and Generation of Flow in 3D Jump’n’Run Games. . In 2024 IEEE Conference on Games (CoG), pp. 1–4. IEEE, Milan, Italy, 2024.
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The Royal Crush: Analysis of Match-3 Mechanics. . In 2024 IEEE Conference on Games (CoG), pp. 1–4. 2024.
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BrainBuilder: A Virtual Reality Serious Game for Insect Neuroanatomy Education. . In 2024 IEEE Conference on Games (CoG), pp. 1–4. 2024.
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The Creation Blockchain: Documentation and Validation of Work Processes. . In Proceedings of the 19th International Conference on the Foundations of Digital Games, of FDG ’24. Association for Computing Machinery, Worcester, MA, USA, 2024.
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An Agent-based, Interactive Simulation Model of Root Growth. . In ALIFE 2024: Proceedings of the 2024 Artificial Life Conference. MIT Press, 2024.
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Experimental Immersive 3D Camera Setup for Mobile Phones. . In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 881–882. IEEE, 2024.
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Recommender-based User Guidance Framework. . In 2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR), pp. 275–280. 2024.
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Handling Interfaces for the Procedural Generation of Complete Buildings. . In Proceedings of ICSE GAS Workshop 2024, Vol. 8th International Workshop on Games and Software Engineering of Emerging Advanced Technologies for Game Engineering. 2024.
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Recent Advances in Procedural Generation of Buildings: From Diversity to Integration. . In IEEE Trans. Games, 16(1), pp. 16–35. 2024.
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2023[ to top ]
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Engineering Surrogate Models for Boid Systems. . In Proceedings of the 2023 Artificial Life Conference, Vol. ALIFE 2023: Ghost in the Machine of Artificial Life Conference Proceedings, p. 102. MIT Press, Sapporo, Japan, 2023.
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Ontologically Mapping Learning Objectives to Gameplay Goals. . In 2023 IEEE Conference on Games (CoG), pp. 1–4. 2023.
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Modulith: A Game Engine Made for Modding. . In Proceedings of the 18th International Conference on the Foundations of Digital Games, of FDG ’23. Association for Computing Machinery, Lisbon, Portugal, 2023.
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Integrating Julia Code into the Unity Game Engine to Dive into Aquatic Plant Growth. . In Proceedings of the International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), pp. 97–100. Eurographics, 2023.
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Gamification Framework for Reinforcement Learning-based Neuropsychology Experiments. . In Proceedings of the 18th International Conference on the Foundations of Digital Games, pp. 1–4. 2023.
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Mitigation of Fear Triggers for Image Viewing in Virtual Reality. . In Proceedings of the Eurographics Symposium on Virtual Environments (2023), pp. 35–36. The Eurographics Association, 2023.
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Programmatic Design and Architecture of an Immersive Laser Laboratory. . In Proceedings of the International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), pp. 45–52. Eurographics, 2023.
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Baked Burger Bash: A Serious Virtual Reality Game Informing about the Effects of Acute Cannabinoid Intoxication. . In 2023 IEEE Conference on Games (CoG), pp. 1–4. 2023.
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Record, Review, Edit, Apply: A Motion Data Pipeline for Virtual Reality Development & Design. . In Proceedings of the 18th International Conference on the Foundations of Digital Games. ACM, 2023.
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User-centred Design and Development of a Graphical User Interface for Learning Classifier Systems. . In GECCO ’23 Companion: Proceedings of the Companion Conference on Genetic and Evolutionary Computation, pp. 1830–1837. ACM, Lisbon, Portugal, 2023.
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Investigating Crowdsourced Help Facilities for Enhancing User Guidance. . In International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), N. Pelechano, F. Liarokapis, D. Rohmer, A. Asadipour (eds.). The Eurographics Association, 2023.
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femtoPro: virtual-reality interactive training simulator of an ultrafast laser laboratory. . In Applied Physics B, 129(5). Springer Science and Business Media LLC, 2023.
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User-Centered Engineering of an Interactive Land Use Exploration Tool. . In Workshop on Visualisation in Environmental Sciences (EnvirVis), S. Dutta, K. Feige, K. Rink, D. Zeckzer (eds.). The Eurographics Association, 2023.
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2022[ to top ]
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Edge-Case Integration into Established NAT Traversal Techniques. . In 2022 IEEE Ninth International Conference on Communications and Electronics (ICCE), pp. 75–80. 2022.
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Real-Time Music-Driven Movie Design Framework. . In Workshop on Intelligent Cinematography and Editing, R. Ronfard, H.-Y. Wu (eds.). The Eurographics Association, 2022.
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Opportunities and Challenges of Virtual Reality in Healthcare -- A Domain Experts Inquiry. . In Frontiers in Virtual Reality, 3. 2022.
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Interactive, Visual Simulation of a Spatio-Temporal Model of Gas Exchange in the Human Alveolus. . In Frontiers in Bioinformatics, 1. 2022.
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Learning Classifier Systems as Recommender Systems. . In Proceedings of the Lifelike Computing Systems Workshop (LIFELIKE). 2022.
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A Multi-Layered User Guidance Framework. . In Organic Computing Doctoral Dissertation Colloquium (OC-DDC). Kassel University Press, Kassel, 2022.
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Parametric Skin Wound Generation for Medical Simulations. . In 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), pp. 1–8. IEEE Press, 2022.
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Interactive Hemodynamic Simulation Model of a Cross-scale Cardiovascular System. . In ANNSIM 22. Society for Modeling & Simulation International (SCS), 2022.
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femtoPro: Ultrafast Phenomena in Virtual Reality. . In The International Conference on Ultrafast Phenomena ({UP}) 2022 (2022), paper W4A.42, p. W4A.42. Optica Publishing Group, 2022.
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bioDIVERsity. Ein Computerspiel gegen das Imageproblem von Wasserpflanzen. . In Mitteilungen der Fränkischen Geographischen Gesellschaft, (67), pp. 29–36. Fränkische Geographische Gesellschaft, 2022.
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Joyful Adventures and Frightening Places - Designing Emotion-Inducing Virtual Environments. . In Frontiers in Virtual Reality, 3, pp. 2673–4192. 2022.
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2021[ to top ]
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Modding Support of Game Engines. . In The 16th International Conference on the Foundations of Digital Games (FDG) 2021, of FDG’21. Association for Computing Machinery, Montreal, QC, Canada, 2021.
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Playing with Dynamic Systems - Battling Swarms in Virtual Reality. . In Applications of Evolutionary Computation, P. A. Castillo, J. L. Jiménez Laredo (eds.), pp. 309–324. Springer International Publishing, Cham, 2021.
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A financial game with opportunities for fraud. . In 2021 IEEE Conference on Games (CoG), pp. 1–5. 2021.
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Game-Ready Inventory Systems for Virtual Reality. . In IEEE COG 2021, 2021, pp. 1–8. 2021.Best student paper award
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Motivating Interactive Self-Organisation. . In Proceedings of the Lifelike Computing Systems Workshop (LIFELIKE). 2021.
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Tracking rower motion without on-body sensors using an instrumented machine and an artificial neural network. . In Proceedings of the Institution of Mechanical Engineers, Part P: Journal of Sports Engineering and Technology. SAGE Publications Sage UK: London, England, 2021.
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Interactive Self-Assembling Agent Ensembles. . In Proceedings of the 1st Games Technology Summit, pp. 29–36. Würzburg University Press, 2021.
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Stigmergic, Diegetic Guidance of Swarm Construction. . In 2021 IEEE International Conference on Autonomic Computing and Self-Organizing Systems Companion (ACSOS-C), pp. 226–231. 2021.
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Training a Reinforcement Learning Agent based on XCS in a Competitive Snake Environment. . In 2021 IEEE Conference on Games (CoG), pp. 1–5. 2021.
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A Swarm Grammar-Based Approach to Virtual World Generation. . In Artificial Intelligence in Music, Sound, Art and Design, J. Romero, T. Martins, N. Rodr’i}guez-Fernández (eds.), pp. 459–474. Springer International Publishing, Cham, 2021.
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2020[ to top ]
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Immersive Analysis of Crystallographic Diffraction Data. . In VRST, R. J. Teather, C. Joslin, W. Stuerzlinger, P. Figueroa, Y. Hu, A. U. Batmaz, W. Lee, F. R. Ortega (eds.), pp. 58:1–58:3. ACM, 2020.
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Generating Real-Time Strategy Heightmaps using Cellular Automata. . In FDG ’20: Proceedings of the 15th International Conference on the Foundations of Digital Games. IEEE, Bugibba, Malta, 2020.
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Emergent Multiplayer Games. . In IEEE CoG ’20: Proceedings of the 2nd International Conference on Games, pp. 33–40. IEEE, Osaka, Japan, 2020.
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Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications. . In Visual Computing for Cultural Heritage, F. Liarokapis, A. Voulodimos, N. Doulamis, A. Doulamis (eds.), pp. 391–408. Springer, Cham, 2020.
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The Art of Loci: Immerse to Memorize. . In 2020 IEEE Conference on Games (CoG), pp. 642–645. IEEE, Osaka, Japan, 2020.
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Horde Battle III or How to Dismantle a Swarm. . In 2020 IEEE Conference on Games (CoG), pp. 640–641. IEEE, Osaka, Japan, 2020.
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An Integrated Design of World-in-Miniature Navigation in Virtual Reality. . In FDG ’20: Proceedings of the 15th International Conference on the Foundations of Digital Games, pp. 1–9. ACM, Bugibba, Malta, 2020.
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2019[ to top ]
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Interactive Visualization of Multi-Cellular Tumor Spheroids. . 2019.
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Engineering a Showcase of Virtual Reality Exposure Therapy. . In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–2. IEEE, 2019.
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VIA VR: A Technology Platform for Virtual Adventures for Healthcare and Well-Being. . In VS-Games, pp. 1–2. 2019.
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Approaching Difficult Terrain with Sensitivity: A Virtual Reality Game on the Five Stages of Grief. . In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–4. IEEE, 2019.
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Interactive Agent-Based Biological Cell Simulations for Morphogenesis. . pp. 115–124. Kassel University Press, 2019.
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Immersive Analysis of 3D Multi-cellular In-Vitro and In-Silico Cell Cultures. . In 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pp. 82–827. 2019.
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Empathy & Information: Ingredients for a Children’s Game on Diabetes. . In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–2. IEEE, 2019.Best poster paper award
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The Golden Bullet: A Comparative Study for Target Acquisition, Pointing and Shooting. . In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–8. IEEE, 2019.
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Wenn eine Miniatur laufen lernt. . In Bibliotheksforum Bayern, 13(4), pp. 250–253. 2019.
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Constructing living buildings: a review of relevant technologies for a novel application of biohybrid robotics. . In Journal of the Royal Society Interface, 16(156), p. 20190238. The Royal Society, 2019.
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VReanimate II: training first aid and reanimation in virtual reality. . In Journal of Computers in Education, 6(1), pp. 53–78. Springer, 2019.
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2018[ to top ]
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Games Engineering. Wissenschaft mit, über und für Interaktive Systeme. . Vol. Games Studieren - was, wie, wo?, B. Bartholdy, L. Breitlauch, A. Czauderna, G. S. Freyermuth (eds.), pp. 269–318. Transcript - Bild und Bit., 2018.
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Adaptation and Integration of GPU-Driven Physics for a Biology Research RIS. . In 2018 IEEE 11th Workshop on Software Engineering and Architectures for Real-time Interactive Systems (SEARIS), pp. 1–7. 2018.
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Simulator Sick but still Immersed: A Comparison of Head-Object Collision Handling and their Impact on Fun, Immersion, and Simulator Sickness. . Vol. Proceedings of the 25th IEEE Virtual Reality (VR) conference. 2018.
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Exploring multi-cellular tumor spheroids in virtual reality. . In 14e Journees Canceropole Grand Sud-Ouest (JGSO 2018), p. 191. La Grande Motte, France, 2018.
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BSc Games Engineering. . Vol. Games Studieren - was, wie, wo?, B. Bartholdy, L. Breitlauch, A. Czauderna, G. S. Freyermuth (eds.), pp. 491–502. Transcript - Bild und Bit., 2018.
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Pathomon: A Social Augmented Reality Serious Game. . In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–4. IEEE, 2018.
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A Gamification Concept for Teaching Swarm Robotics. . In 2018 12th European Workshop on Microelectronics Education (EWME), pp. 83–88. IEEE, 2018.
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Rethinking real-time strategy games for virtual reality. . In Proceedings of the 13th International Conference on the Foundations of Digital Games, pp. 31:1–31:6. ACM, 2018.
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2017[ to top ]
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3-D visualization of dynamic runtime structures. . In Proceedings of the 27th International Workshop on Software Measurement and 12th International Conference on Software Process and Product Measurement, pp. 189–198. 2017.
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Design and Exploration of Braiding Swarms in VR. . In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, p. 13. Gothenborg, Sweden, 2017.
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A Model and Pipeline for Interactive Simulation of Morphological Biology. . In Morphogenetic Engineering Workshop, at the European Conference on Artificial Life (ECAL) 2017 September 4, 2017. 2017.
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Towards EEG-based eye-tracking for interaction design in head-mounted devices. . In 2017 IEEE 7th International Conference on Consumer Electronics-Berlin (ICCE-Berlin), pp. 227–232. IEEE, 2017.
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Decentralised trust-management inspired by ant pheromones. . In International Journal of Mobile Network Design and Innovation, 7(1), pp. 46–55. Inderscience Publishers (IEL), 2017.
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A Human-in-the-Loop Environment for Developmental Biology. . In Proceedings of the ECAL 2017, pp. 475–482. MIT Press, Lyon, France, 2017.
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VReanimate---Non-verbal guidance and learning in virtual reality. . In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 23–30. IEEE, 2017.
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The game of flow-cellular automaton-based fluid simulation for realtime interaction. . In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, pp. 1–2. 2017.
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Pick Again: Self-Adaptive Warehouse Commissioning. . In ARCS 2017; 30th International Conference on Architecture of Computing Systems, pp. 1–7. VDE, 2017.
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An evolutionary approach to behavioural morphometrics. . In Proceedings of the Genetic and Evolutionary Computation Conference Companion, pp. 83–84. ACM, 2017.
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Interactive simulations of biohybrid systems. . In Frontiers in Robotics and AI, 4, p. 50. Frontiers, 2017.
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Swarm Robotics. . In Organic Computing--Technical Systems for Survival in the Real World, C. Müller-Schloer, S. Tomforde (eds.), pp. 525–547. Birkhäuser, 2017.
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Controllers & Inputs: Masters of Puppets. . In Digital Formations, Vol. Avatar, Assembled -- The Social and Technical Anatomy of Digital Bodies, 106, J. Banks (ed.), pp. 281–290. Peter Lang, 2017.
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2016[ to top ]
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Self-organised Construction with Revit. . In Proceedings of the 2016 IEEE 1st International Workshops on Foundations and Applications of Self* Systems, pp. 157–159. IEEE Computer Society, Augsburg, Germany, 2016.
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Robotics for Self-Organised Construction. . In Proceedings of the 2016 IEEE 1st International Workshops on Foundations and Applications of Self* Systems, pp. 156–165. IEEE Computer Society, Augsburg, Germany, 2016.
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Self-Organisation in Games, Games on Self-Organisation. . In Proceedings of the International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–8. IEEE, 2016.
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Robot gardens: an augmented reality prototype for plant-robot biohybrid systems. . In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, pp. 139–142. ACM, 2016.
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Pheromander: Real-time Strategy with Digital Pheromones. . In Games and Virtual Worlds for Serious Applications (VS-Games), 2016 8th International Conference on, pp. 1–4. IEEE, 2016.
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Interactive Self-Organisation. . 2016, November.
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Cyber sick but still having fun. . In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, pp. 325–326. ACM, 2016.
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Distributed Resource Allocation as Co-Evolution Problem. . In Proceedings of the IEEE Congress on Evolutionary Computation (CEC), p. in press. IEEE Press, Vancouver, Canada, 2016.
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Evolving a Facade-Servicing Quadrotor Ensamble. . In Proceedings of COGNITIVE 2016 the Eighth International Conference on Advanced Cognitive Technologies and Applications (COGNITIVE), pp. 16–21. ThinkMind, Rome, Italy, 2016.
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The Digital Patient: Advancing Medical Research, Education, and Practice. . In Wiley Series in Modeling and Simulation, pp. 149–170. John Wiley & Sons, Hoboken, New Jersey, 2016.
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Come Fly with Me-Perceive the World through a Mosquito’s Senses. . In Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–4. IEEE Press, 2016.Best short paper award
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An Organic Computing Approach to Self-Organizing Robot Ensembles. . In Frontiers in Robotics and AI, 3, p. 67. 2016.
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SkyNetz: A Playful Experiential Robotics Simulator. . In Proceedings of the International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–4. IEEE, 2016.
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Design and Evaluation of an Extended Learning Classifier-Based StarCraft Micro AI. . In Applications of Evolutionary Computation, pp. 669–681. Springer, 2016.
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Neozoa: An immersive, interactive sandbox for the study of competing. . In K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR), IEEE Virtual Reality Workshop on, pp. 5–10. IEEE, 2016.
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2015[ to top ]
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Time Series Evolution for Integrating Developmental Processes. . In Proceedings of the European Conference on Artificial Life 2015 (ECAL), pp. 320–324. 2015.
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Cooperative Self-Optimisation of Network Protocol Parameters at Runtime. . In Proceedings of the 12th International Conference on Informatics in Control, Automation, and Robotics (ICINCO), pp. 123–130. INSTICC, Colmar, France, 2015.
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The Digital Aquarist: An Interactive Ecology Simulator. . In Proceedings of the European Conference on Artificial Life 2015 (ECAL), pp. 389–396. 2015.
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PowerSurge: A Serious Game on Power Transmission Networks. . In Applications of Evolutionary Computation, pp. 406–417. Springer, 2015.
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Autonomous Self-Integration in Interwoven Systems. . In Proceedings of the 28th GI/ITG International Conference on Architecture of Computing Systems (ARCS), pp. 9–10. 2015.
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Evolution of Controllers for Robot-Plant Bio-Hybdrids: A Simple Case Study Using a Model of Plant Growth and Motion. . In Proceedings of 25. Workshop Computational Intelligence, pp. 67–86. KIT Scientific Publishing, Dortmund, 2015.
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Modeling and Understanding the Human Body with SwarmScript. . In The Digital Patient: Advancing Healthcare, Research, and Education, pp. 149–169. John Wiley & Sons, Inc, 2015.
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Cloud Computing - An Educational Game on Weather Phenomena. . In VS-GAMES 2015 - 7th International Conference on Games and Virtual Worlds for Serious Applications, pp. 193–196. IEEE Press, New York, 2015.
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Interactive Multi-Physics Simulation for Endodontic Treatment. . In Modeling and Simulation in Medicine Symposium, pp. 36–41. Curran Associates, Inc., 2015.
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Drink & Drive: A Serious but Fun Game on Alcohol-Induced Impairments in Road Traffic. . In VS-GAMES 2015 - 7th International Conference on Games and Virtual Worlds for Serious Applications, pp. 179–183. IEEE Press, New York, 2015.
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CoSMoS in the Interactive Simulation Curriculum. . In Proceedings of the 2015 Workshop on Complex System Modelling and Simulation (CoSMoS), pp. 85–106. 2015.
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Bring it on, complexity! Present and future of self-organising middle-out abstraction. . In The Computer after Me: Awareness and Self-Awareness in Autonomic Systems, pp. 83–102. World Scientific, 2015.
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2014[ to top ]
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Swarm Grammars GD: Interactive Exploration of Swarm Dynamics and Structural Development. . In ALIFE 14: The International Conference on the Synthesis and Simulation of Living Systems, pp. 312–320. MIT press, 2014.
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OCbotics: An Organic Computing Approach to Collaborative Robotic Swarms. . In Swarm Intelligence (SIS), 2014 IEEE Symposium on, pp. 1–8. IEEE, 2014.
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Adaptive agent abstractions to speed up spatial agent-based simulations. . In Simulation Modelling Practice and Theory, 40, pp. 144–160. Elsevier, 2014.
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The Computer after Me: Awareness and Self-Awareness in Autonomic Systems. . J. Pitt (ed.), pp. 83–102. World Scientific Press, 2014.
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Organic Data: Ein sicheres, dezentralisiertes Big Data Konzept. . In Proceedings of INFORMATIK 2014: Big Data - Komplexität meistern, of Lecture Notes in Informatics, pp. 1241–1252. Springer, Stuttgart, Germany, 2014.
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``Know Thyself’’-Computational Self-Reflection in Intelligent Technical Systems. . In IEEE Eighth International Conference on Self-Adaptive and Self-Organizing Systems Workshops (SASOW), pp. 150–159. IEEE, 2014.
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2013[ to top ]
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Self-organized middle-out abstraction of complexity. . In Awareness: Self-Awareness in Autonomic Systems. 2013.
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Object tracking as job-scheduling problem. . In Seventh International Conference on Distributed Smart Cameras (ICDSC), pp. 1–7. 2013.
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ARCS Architectural Chameleon Skin. . In Proceedings of the 31st eCAADe Conference, Vol. 1 of Computation and Performance, R. Stouffs, S. Sariyildiz (eds.), pp. 467–475. eCAADe and vdf Hochschulverlag AG, 2013.
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Abstraction of agent interaction processes: Towards large-scale multi-agent models. . In Simulation, 89(4), pp. 524–538. SAGE Publications, 2013.
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2012[ to top ]
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Swarm-based Computational Development. . In Morphogenetic Engineering: Toward Programmable Complex Systems, H. S. R. Doursat (ed.). Springer Verlag, 2012.
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A Trans-Disciplinary Program for Biomimetic Computing and Architectural Design. . In 6th International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD), pp. pp. 141–154. ASCAAD, Manama, Bahrain, 2012.
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LINDSAY Virtual Human: Multi-scale, Agent-based, and Interactive. . In Advances in Intelligent Modelling and Simulation: Artificial Intelligence-based Models and Techniques in Scalable Computing, Vol. 422, S. U. K. J. Kolodziej, T. Burczyński (eds.), pp. 327–349. Springer Verlag, 2012.
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Optimization of Swarm-based Simulations. . In ISRN Artificial Intelligence, Article ID 365791, pp. 1–12. 2012.
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A Trans-Disciplinary Program for Biomimetic Computing and Architectural Design. . In ITcon: Special Issue CAAD and Innovation, 17, pp. pp. 239–257. 2012.
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2011[ to top ]
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SwarmScript 3.0: Algorithmic Specification. . University of Calgary, November, 2011.
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Self-organized Middle-Out Abstraction. . In Self-Organizing Systems, Vol. 6557 of Lecture Notes in Computer Science, C. Bettstetter, C. Gershenson (eds.), pp. 26–31. Springer Verlag, Karslruhe, Germany, 2011.
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Remarks on the future of AI: machines and communication. . In Annals of Mathematics and Artificial Intelligence: Special Issue: Essays on Mathematics and AI -- Personal Perspectives: Past, Present and Future 20th Anniversary of the Annals of Mathematics and Artificial Intelligence, 61(1), pp. 41–46. 2011.
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Interactive Biomimetic Space: An Interactive Installation to Explore Living Architecture. . In Applications of Evolutionary Computing, Proceedings Part II, of Lecture Notes in Computer Science, pp. 364–373. Springer Verlag, Torino, Italy, 2011.
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Self-Organized Learning of Collective Behaviours in Agent-Based Simulations. . In ICCS 2011: 8th International Conference on Complex Systems, H. S. et al. (ed.), pp. 543–555. NECSI Knowledge Press, Boston, USA, 2011.
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Eine Zukunftsperspektive der Künstlichen Intelligenz am Beispiel menschlicher Kommunikation mit Rechnern. . In Künstliche Intelligenz, 25(4), pp. 303–306. 2011.
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Hierarchical Self-Organized Learning in Agent-Based Modeling of the MAPK Signaling Pathway. . In CEC 2011, IEEE Congress on Evolutionary Computation, pp. 2245–2251. IEEE Press, New Orleans, Louisiana, 2011.
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Artistic Exploration of the Worlds of Digital Developmental Swarms. . In LEONARDO, 44, pp. 5–13. 2011.
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2010[ to top ]
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Component-Based Networking for Simulations in Medical Education. . In IEEE Symposium on Computers and Communications, ISCC’10, pp. 975–979. IEEE Press, Riccione, Italy, 2010.
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A Graph-Based Developmental Swarm Representation and Algorithm. . In Swarm Intelligence, Vol. 6234 of Lecture Notes in Computer Science, pp. 1–12. Springer Verlag, Brussels, Belgium, 2010.
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Adaptive Modularization of the MAPK Signaling Pathway Using the Multiagent Paradigm. . In Parallel Problem Solving from Nature -- PPSN XI, Vol. 6239, pp. 401–410. Springer Verlag, Krakow, Poland, 2010.
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Interfacial Design: Situating Contemporary Autopoietic Techniques within the Context of the Autonomy Project and Biotechnological Revolution. . In eCAADe 2010: Conference on Education and Research in Computer Aided Architectural Design in Europe, pp. pp. 253–262. eCAADe and vdf Hochschulverlag AG, Zurich, Switzerland, 2010.
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EvoShelf : A System for Managing and Exploring Evolutionary Data. . In Parallel Problem Solving in Nature (PPSN), of Lecture Notes in Computer Science, pp. 310–319. Springer, 2010.
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2009[ to top ]
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Swarming for Games: Immersion in Complex Systems. . In Applications of Evolutionary Computing, Proceedings Part II, of Lecture Notes in Computer Science, pp. 293–302. Springer Verlag, Tübingen, Germany, 2009.
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The evolution of swarm grammars-growing trees, crafting art, and bottom-up design. . In Computational Intelligence Magazine, IEEE, 4(3), pp. 10–19. IEEE, 2009.
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Evolutionary Swarm Design: How Can Swarm-based Systems Help to Generate and Evaluate Designs?. . In DESIGN Principles & Practices: An International Journal, 3, pp. 371–386. 2009.
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Swarm Grammars: Modeling Computational Development through Highly Dynamic Complex Processes. Technical Report (PhD dissertation), . . PhD dissertation. University of Calgary, 2009, June.
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2008[ to top ]
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Swarm-driven idea models - From insect nests to modern architecture. . In Eco-Architecture 2008, Second International Conference on Harmonisation Between Architecture and Nature, C. Brebbia (ed.), pp. 117–126. WIT Press, Algarve, Portugal, 2008.
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Virtual Constructive Swarms: Compositions and Inspirations. . In Applications of Evolutionary Computing, Proceedings of EvoWorkshops 2008, Vol. 4974 of Lecture Notes in Computer Science, pp. 491–496. Springer Verlag, Napoli, Italy, 2008.
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The Spatiality of Swarms --- Quantitative Analysis of Dynamic Interaction Networks. . In Proceedings of Artificial Life XI, pp. 662–669. MIT Press, Winchester, UK, 2008.
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Evolving artificial constructive swarms - Experimental models and methodologies. . VDM-Verlag, Saarbrücken, Germany, 2008.
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Evolutionary Swarm Design of Architectural Idea Models. . In Genetic and Evolutionary Computation Conference (GECCO) 2008, pp. 143–150. ACM Press, Atlanta, USA, 2008.
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2007[ to top ]
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Teaching bacteria how to dance. . In Synthetic Biology, IET, 1, pp. 36–40. 2007.
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Swarm grammars: growing dynamic structures in 3D agent spaces. . In Digital Creativity, 18(1), pp. 54–64. 2007.
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Genetic Swarm Grammar Programming: Ecological Breeding like a Gardener. . In CEC 2007, IEEE Congress on Evolutionary Computation, D. Srinivasan, L. Wang (eds.), pp. 851–858. IEEE Press, 2007.
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2006[ to top ]
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Welcome to the Jungle - Robots Entering the Realm of Animals. . University of Calgary, Calgary, Canada, 2006.
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Swarm Grammars - A New Approach to Dynamic Growth. . University of Calgary, Calgary, Canada, 2006.
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What’s on tonight: user-centered and situation-aware proposals for TV programmes. . In IUI 2006: 11th international conference on Intelligent user interfaces, pp. 258–260. ACM Press, Sydney, Australia, 2006.
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2005[ to top ]
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Entwicklung eines Lernsystems für Gruppenpräferenzen. . 2005, October.
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Evolving swarms that build 3D structures. . In Congress on Evolutionary Computation, pp. 1434–1441. IEEE, 2005.
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