Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
The slides of Artificial Intelligence and Entertainment Science (AIES) Workshop 2021 Keynote lecture
https://aies.info/program/
Empathic Entertainment in Digital Game
A digital game give a unique experience to a user. AI system in Digital game consists of three kinds of AI such as Meta-AI, Character AI, and Spatial AI. Game experience is formed by them. Meta-AI keeps watching a status of game and controlling characters, objects, terrain, weather and so on dynamically to make many dramatic and empathic situations in a game for users. Character AI is a brain of an autonomous game character to make a decision by itself, but sometimes it acts to achieve a goal issued from Meta-AI. Spatial AI analyses a terrain and abstracts its features to communicate them to Meta-AI and Character-AI. They can make their intelligent decisions by using specific terrain and environment features. The AI system is called MCS-AI dynamic cooperative model (Meta-AI, Character AI, and Spatial AI dynamic cooperative model). In the lecture, I will explain the system by showing some cases of published digital games.
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
This talk explains games and gamification. It has a look on why introducing mechanics from the game world into the TYPO3 project or your company may help to improve user involvement and efficiency.
SLIDES WITH NOTES: http://bitly.com/rej-practical-ai
This talk is an introductory material for students and programmers aspiring for developing AI for games.
Talk is split into 2 parts - first part provides an overview on popular AI approaches in games and second part gives an outlook on technology that might be relevant for games AI in the future.
I gave this talk at Vilnius University as a guest speaker in the late October 2016.
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
The slides of Artificial Intelligence and Entertainment Science (AIES) Workshop 2021 Keynote lecture
https://aies.info/program/
Empathic Entertainment in Digital Game
A digital game give a unique experience to a user. AI system in Digital game consists of three kinds of AI such as Meta-AI, Character AI, and Spatial AI. Game experience is formed by them. Meta-AI keeps watching a status of game and controlling characters, objects, terrain, weather and so on dynamically to make many dramatic and empathic situations in a game for users. Character AI is a brain of an autonomous game character to make a decision by itself, but sometimes it acts to achieve a goal issued from Meta-AI. Spatial AI analyses a terrain and abstracts its features to communicate them to Meta-AI and Character-AI. They can make their intelligent decisions by using specific terrain and environment features. The AI system is called MCS-AI dynamic cooperative model (Meta-AI, Character AI, and Spatial AI dynamic cooperative model). In the lecture, I will explain the system by showing some cases of published digital games.
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
This talk explains games and gamification. It has a look on why introducing mechanics from the game world into the TYPO3 project or your company may help to improve user involvement and efficiency.
SLIDES WITH NOTES: http://bitly.com/rej-practical-ai
This talk is an introductory material for students and programmers aspiring for developing AI for games.
Talk is split into 2 parts - first part provides an overview on popular AI approaches in games and second part gives an outlook on technology that might be relevant for games AI in the future.
I gave this talk at Vilnius University as a guest speaker in the late October 2016.
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
Game Metrics and Biometrics: The Future of Player Experience ResearchLennart Nacke
There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Artificial Intelligence in Computer and Video GamesLuke Dicken
This lecture was given at the April meeting of the Glasgow branch of the British Computer Society on 12th April 2010. The lecture was supposed to be given by Dr. Darryl Charles, who fell ill a couple of days before the event, and I was asked to take the lecture instead.
In the presentation I cover the basics of why AI and Games are well suited and give a brief discussion of different types of AI as I see it. I discuss briefly how AI fits into the context of the game in terms of execution.
The bulk of the talk presents case studies in the format of Commercial game -> Theoretical technique used -> Research project using this technique.
It should be noted that the section on Left4Dead was omitted from the lecture as it was presented at the time due to concerns about the length
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing
theory. In this presentation, a brief overview of the current state-of-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.
For additional information and a report see: http://www.mendeley.com/download/personal/2898071/4344958682/85ddec65d73eeba8e2a36435df3c35dffaadf792/dl.pdf
This talk, delivered at the Høgskolen i Bergen (Bergen College) in Norway in October 2014. It covers some recent games and deconstructs potential AI techniques that could* be used by these games to achieve this.
* Note that the author has no knowledge of the internals of these games and this is broadly educated speculation.
The Astonishing Resurrection of AI (A Primer on Artificial Intelligence)Matt Turck
Supporting slides for a presentation at the Yale Entrepreneurship Breakfast on March 27, 2015. A primer on how artificial intelligence (AI) rose from of the ashes to become a fascinating category for startup founders and venture capitalists. Mentions our portfolio company x.ai as an example.
Building an AI Startup: Realities & TacticsMatt Turck
AI is all the rage in tech circles, and the press is awash in tales of AI entrepreneurs striking it rich after being acquired by one of the giants. As always, the realities of building a startup are different, and the path to success requires not just technical prowess but also thoughtful market positioning and business excellence.
In a talk of interest to anyone building or implementing an AI product, Matt Turck and Peter Brodsky leverage hundreds of conversations with AI (and big data) founders and hard-learned lessons building companies from the ground up to highlight successful strategies and tactics.
Topics include:
Successful data acquisition strategies
Data network effects
Competing with the giants
A pragmatic approach to building an AI team
Why social engineering is just as important to success as groundbreaking AI technology
Game Metrics and Biometrics: The Future of Player Experience ResearchLennart Nacke
There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Artificial Intelligence in Computer and Video GamesLuke Dicken
This lecture was given at the April meeting of the Glasgow branch of the British Computer Society on 12th April 2010. The lecture was supposed to be given by Dr. Darryl Charles, who fell ill a couple of days before the event, and I was asked to take the lecture instead.
In the presentation I cover the basics of why AI and Games are well suited and give a brief discussion of different types of AI as I see it. I discuss briefly how AI fits into the context of the game in terms of execution.
The bulk of the talk presents case studies in the format of Commercial game -> Theoretical technique used -> Research project using this technique.
It should be noted that the section on Left4Dead was omitted from the lecture as it was presented at the time due to concerns about the length
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing
theory. In this presentation, a brief overview of the current state-of-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.
For additional information and a report see: http://www.mendeley.com/download/personal/2898071/4344958682/85ddec65d73eeba8e2a36435df3c35dffaadf792/dl.pdf
This talk, delivered at the Høgskolen i Bergen (Bergen College) in Norway in October 2014. It covers some recent games and deconstructs potential AI techniques that could* be used by these games to achieve this.
* Note that the author has no knowledge of the internals of these games and this is broadly educated speculation.
The Astonishing Resurrection of AI (A Primer on Artificial Intelligence)Matt Turck
Supporting slides for a presentation at the Yale Entrepreneurship Breakfast on March 27, 2015. A primer on how artificial intelligence (AI) rose from of the ashes to become a fascinating category for startup founders and venture capitalists. Mentions our portfolio company x.ai as an example.
Building an AI Startup: Realities & TacticsMatt Turck
AI is all the rage in tech circles, and the press is awash in tales of AI entrepreneurs striking it rich after being acquired by one of the giants. As always, the realities of building a startup are different, and the path to success requires not just technical prowess but also thoughtful market positioning and business excellence.
In a talk of interest to anyone building or implementing an AI product, Matt Turck and Peter Brodsky leverage hundreds of conversations with AI (and big data) founders and hard-learned lessons building companies from the ground up to highlight successful strategies and tactics.
Topics include:
Successful data acquisition strategies
Data network effects
Competing with the giants
A pragmatic approach to building an AI team
Why social engineering is just as important to success as groundbreaking AI technology
AI for IA's: Machine Learning Demystified at IA Summit 2017 - IAS17Carol Smith
What is machine learning? Is IA relevant in the age of AI? How can I take advantage of cognitive computing? Learn the basics of these concepts and the implications for your work in this presentation. Carol Smith provides examples of machine learning use and will discuss the challenges inherent in in AI.
Overview of industry trends and insights of Fortune 500 companies and startups' activities in the FinTech space. We cover banking tech (security, crm, analytics), payments (pos, money transfer, commerce), cyber currency (blockchain, bitcoin, wallets, cryptocurrency exchanges), business finance (lending, crowdfunding), personal finance (lending, wealth management, mortgage, credit), and alternative cores (banking, insurance).
Artificial intelligence (AI) is everywhere, promising self-driving cars, medical breakthroughs, and new ways of working. But how do you separate hype from reality? How can your company apply AI to solve real business problems?
Here’s what AI learnings your business should keep in mind for 2017.
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
Slides for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work:
Q1 How can we work to innovate in game design and technology?
Q2 How can we create play experiences that are individually meaningful?
Experimental Game Prototyping and Play Testing using Iterative DesignMirjam Eladhari
Lecture "Experimental Game Prototyping and Play Testing using Iterative Design" by Mirjam P Eladhari, given 2010 at the course International Game Production Studies at Gotland University.
Meaningful play 2014 chris yap slides pd fv_01Christopher Yap
(Presented at the International Academic Conference on Meaningful Play 2014, Michigan State Univ. Oct 17, 2014)
The concept of emergence--that a certain thing may emerge from several distinct (and not necessarily related) parts, which is different, larger in scope, and mostly originally unintended or expected--exists in many fields such as Philosophy, Information Science, and biology. With respect to the modern video game, emergence can potentially manifest as emergent narrative and/or emergent gameplay. Furthermore, emergence in games can potentially manifest through true technological, procedurally-generated gameplay and/or a game design which encourages emergence from the game elements within the mind of the player.
In this paper, we engage in a critical discussion about what it means for an interactive video game to have emergence. Firstly, we will be briefly discussing what emergence means to other scientific disciplines, and in doing so delineate specifically how we will be using the term "Emergent" in reference to interactive video games. We then frame the discussion of Emergence in games by considering a range of recent video game examples, and a close critical look at the indie games Papers, Please and Gone Home. From these analyses, we propose a concept of "Player-side emergence in games," in which emergence in the form of narrative is expressible and observable in games as the result of the current technological capabilities of games, which relies not on the game software itself, but rather upon the complex system of the human mind for reconstruction of the game experience and a subsequent expression of emergence. In this proposed concept, the constituent narrative pieces offered by a game can be expressed emergently as a unified, overall game narrative experience by the player mind. Based on this concept, we propose that emergence in a game need not wait or rely upon the advent of a truly, technology-based procedurally-generated platform, but rather can be an expression of player-side experiential reconstruction. We conclude that emergent narrative between video game and player can manifest so long as a human player can be encouraged via the game's mechanics towards an overall narrative reconstruction whose blueprint does not wholly originate from the source game, and we also contend that such an emergent design consideration can be potentially useful for designers who are trying to deal with the trade-off of Ludo-Narrative Dissonance in their games.
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
Keynote at PhD course at Uppsala University in August 2011.
Outline:
•What does ”AI” and ”social” mean anyway?
•Social actions in terms of operational logics
•AI based game design
•Research prototype(s)
•A recipe
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
This is the keynote I gave at the 2018 ACM SIGGRAPH Conference on Motion, Interaction and Games.
Title: Toward a Science of Game Design
Abstract:
Game development is costly, technically challenging, and poorly understood. Increased demand for games as a form of entertainment has motivated research into technology to help ameliorate the burden involved in development. This technology unfortunately has the potential to create more problems than it solves. In this talk, I will argue that this increased demand should motivate more research into human-centered game design, involving both artifact and person. This research requires computationally modeling our human intelligence, as part of an agenda that seeks to codify the precise interplay between a person’s cognition (an inner environment), the game’s controls (an interface), and a fictional universe (an outer environment); the interplay is concerned with attaining design goals by adapting the inner environment to the outer environment. I will present examples of this agenda as embodied through my own work and identify key challenges that I think the MIG community is well-poised to address in service of establishing what Herb Simon might have called a “science of game design.”
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Socio-emotional Agency in Machines: Building Human-Agent Playful InteractionsRui Prada
Slides of my talk at MagicX (http://www.magicx.my) in the Universiti Teknologi Malaysia (www.utm.my/).
I discussed the vision of Engaging People and Machines together and the need of Social Intelligence for that. Presented examples of applied games and discussed why AI characters are important for games targeting social skills. Finished with a discussion of the RAGE project (http://rageproject.eu).
Organizational Parkour for Seattle Infocamp, 10/2013Joan Vermette
More on ways to practice our negotiation skills so our great UX designs will see the light of day. It proposes that UX Designers strengthen our cognitive flexibility, learn basic negotiation skills, and anticipate conflict and practice how to get through it.
In this invited talk (for the Visual Language Lab at Tilburg University, Netherlands) I discuss my laboratory's recent work on Interactive Narrative Intelligence: research in support of understanding what narrative design is (as a practice), how we might design narratives intentionally, and how we might best support it. In it, I cover a variety of papers across systems, psychology, artificial intelligence, virtual reality, games, and narrative that tackle different facets of these still-open questions, and outline further (more concrete) open questions for future work.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
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Indie Series 02: AI and Recent Advances in Games
1. Recent Advances in
AI & Games
Mohammad Shaker
Founder, Strong Emotions
Wikilogia Talk, April 2015
Content Generation, Emotions and Serious Games
@ZGTRShaker
26. Marry someone and break your addiction
Employed
o r N O T
Employed people are 2X more likely to feel
anxiety and 2.25X likely to experience anger
Single
vs. Married
You are X2 likely to be addicted on angry birds if
you are single than if you are married
44. Publications
• A Quantitative Approach for Modeling and Personalizing Player Experience in First-
Person Shooter Games, in the Extended Proceedings of the 2013 Conference on User
Modeling, Adaptation and Personalization (UMAP 2013), 2013.
• Personalizing Content Generation in First Person Shooter Games through Player
Modeling. Submitted on Oct. 2014 to The Scientific World Journal, Special issue in
"Recent Advances in Intelligent Techniques for Games", 2015.
47. Behavioral Features
• Visual Reaction (VR)
– Bias of head on the x-axis compared to first frame
(Avg. + STD)
– Bias of head on the y-axis compared to first frame
(Avg. + STD)
– Left eye closed
(Avg. + STD)
– Right eye closed
(Avg. + STD)
– Mouth open
(Avg. + STD)
• Facial Expression (FE)
– Angry %
(Avg. + STD)
– Happy %
(Avg. + STD)
– Sad %
(Avg. + STD)
– Surprised %
(Avg. + STD)
48. Publication
Noor Shaker and Mohammad Shaker. Towards Understanding the
Nonverbal Signatures of Engagement in Super Mario Bros, in
Proceedings of the 2014 Conference on User Modeling, Adaptation
and Personalization (UMAP 2014), 2014.
50. - Popular physics based game!
- Can generate endless levels!
- All levels should be playable!
- Opens the imagination of all players to design, test, modify their own
levels and help them achieve that.!
Ropossum
51. Graduation Thesis Publications
• Evolving Playable Content for Cut the Rope through a Simulation-Based Approach, in
Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE 13),
2013.
• Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope
Levels, in Proceedings of Artificial Intelligence and Interactive Digital Entertainment
(AIIDE 13), 2013.
• Automatic Generation and Analysis of Physics-Based Puzzle Games, in Proceedings of
the 2013 IEEE Conference on Computational Intelligence and Games (CIG 2013), 2013.
Nominated for best paper award.
52. Projection-based Agent for Generating Playable
Content for Physics-based Games
Nominated best paper award, EvoStar, Denmark - April 2015
A Progressive Approach to Content Generation
Nominated best paper award, EvoStar, Denmark - April 2015
62. A Procedural Method for Automatic
Generation of Spelunky Levels
Walaa Baghdadi, Fawzya Shams Eddin, Rawan Al-Omari, Ziena Alhalawani, Mohammad Shaker and Noor Shaker
EvoStar, Denmark 2015
64. Weebee on a Mission:
A Serious Game for Better Understanding the
Behavior Differences Between Children
Rawan Al-Omari, Walaa Baghdadi, Ziena Alhalawani, Mohammad Shaker and Noor Shaker, 2014
68. Weebee on a Mission, FITE of Damascus, Syria, 2014
69. Utilizing Kinect Control for More Immersive
Interaction with 3D Environments
Saeed Hajali, Kinda Tarboush, Marah Halaweh, Mohammad Shaker and Noor Shaker
2014