Publikationen
2026[ to top ]
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A Review of String Instrument Synthesis Methods for Use in Interactive Systems. . In Transactions of the International Society for Music Information Retrieval, 9(1), pp. 102–118. Ubiquity Press, Ltd., 2026.
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Resurrecting the Golden Lyre of Ur: A Physics-Based Virtual Instrument Using Visual Haptic Surrogates for Hand-Tracked Interaction. . In International Conference on eXtended Reality (XR Salento 2026), of Lecture Notes in Computer Science. Springer, 2026.In press
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Puzzle Anything: An Assembly-Graph Representation for 3D Puzzle Authoring. . In 2026 IEEE Conference on Games (CoG). IEEE, 2026.In press
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Meta-Engineering Games: Formalizing the Interaction--Adaptation Cycle. . In Intelligent Games Engineering, K. Cooper (ed.). Routledge, 2026.In press
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Engineering Interfaces for Supervising Virtual Reality Sessions at Real Time. . In International Conference on eXtended Reality (XR Salento 2026), of Lecture Notes in Computer Science. Springer, 2026.In press
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Human-Centred Organic Computing Systems. . In Workshop on Self-Improving System Integration (SISSY 2026), 2026 IEEE International Conference on Autonomic Computing and Self-Organizing Systems Companion (ACSOS-C). IEEE, 2026.In press
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Observer-Based Pattern Discovery on Frozen Histories. . In Proceedings of the 2026 Artificial Life Conference (ALIFE 2026). MIT Press, 2026.In press
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Conditional Autoencoder-based Meta-Agents for Trajectory Prediction of Boid Systems. . In 2026 IEEE International Conference on Autonomic Computing and Self-Organizing Systems (ACSOS). IEEE, 2026.In press
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Towards an Open Interactive Real-Time Platform for Connectome-Driven Behavioral Simulation of C. elegans. . In Proceedings of the 2026 Artificial Life Conference (ALIFE 2026). MIT Press, 2026.In press
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Comparing Expert, Published, and Machine-Discovered Landmark Rules for Action Unit Detection. . In Proceedings of the International Conference on Affective Computing and Intelligent Interaction (ACII 2026). IEEE, 2026.In press
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Generating Serious Game Concepts from Learning Objective Specifications. . In 2026 IEEE Conference on Games (CoG). IEEE, 2026.In press
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Playstyle Classification using Player Metrics. . In 2026 IEEE Conference on Games (CoG). IEEE, 2026.In press
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Evolving Observers for Agnostic Pattern Discovery in Spatiotemporal Fields. . In Proceedings of the 39th International Conference on Architecture of Computing Systems (ARCS 2026), of Lecture Notes in Computer Science. Springer, 2026.In press
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2025[ to top ]
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Emerging Technologies and Frameworks for Serious Games. . In Human-Computer Interaction in Various Application Domains, Vol. 5, C. Stephanidis, G. Salvendy (eds.), pp. 194–213. CRC Press, Taylor & Francis Group, 2025.
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femtoPro: Real-time linear and nonlinear optics simulations. . In Journal of the Optical Society of America B, 42(8), pp. 1663–1670. Optica Publishing Group, 2025.
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VIA-VR: A Platform to Streamline the Development of Virtual Reality Serious Games for Healthcare. . In 2025 IEEE 38th International Symposium on Computer-Based Medical Systems (CBMS), pp. 463–468. IEEE, 2025.
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Natural Heritage: A Teaching Game For Biodiversity Conservation. . EcoEvoRxiv, 2025.
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The Interactive Retroduction Cycle: Amplifying Cognitive Focus in Complex Simulations. . In DS-RT, pp. 1–8. IEEE, 2025.
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Do AI and Humans Look at Emotions the Same Way? A Study Using Explainable AI. . p. 77. Consortium of European Research on Emotion, 2025.
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A Graph-Based Laser Path Solver Algorithm for Virtual Reality Laboratory Simulations. . In Simulation Modelling Practice and Theory, 144, p. 103194. Elsevier, 2025.arXiv preprint: arXiv:2505.22540
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Interpreting Emotions Through the Grad-CAM Lens: Insights and Implications in CNN-Based Facial Emotion Recognition. . In Pattern Recognition, A. Antonacopoulos, S. Chaudhuri, R. Chellappa, C.-L. Liu, S. Bhattacharya, U. Pal (eds.), pp. 414–429. Springer Nature Switzerland, Cham, 2025.
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femtoPro: Teaching and Training of Ultrafast Optics in Virtual Reality. In 2025 IEEE Conference on Education and Training in Optics and Photonics (ETOP), pp. 1–4. IEEE, 2025.
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Adaptive LLM Agents: Toward Personalized Empathetic Care. . In Future Wellbeing: Using Design Fiction to Explore Human-Agent Interaction and Mental Health (Workshop), pp. 1–4. Yokohama, Japan, 2025.Workshop position paper; preprint available as arXiv:2511.20080.
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Population-Based Evaluation for Dynamic Difficulty Adjustment in Repeated Rock-Paper-Scissors. . In 2025 IEEE Conference on Games (CoG), pp. 1–4. IEEE, Lisbon, Portugal, 2025.
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Abduct, Deduct, Induct, Respawn! A Retroductive Perspective on Games. . In 2025 IEEE Conference on Games (CoG), pp. 1–8. IEEE, Lisbon, Portugal, 2025.
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Leveraging 3D U-Networks for the Recognition of Emergent Patterns in Conway’s Game of Life. . In Proceedings of the Artificial Life Conference 2025, O. Witkowski, A. M. Adams, L. Sinapayen, M. Baltieri, M. Khosravy (eds.), pp. 41–50. MIT Press, Kyoto, Japan, 2025.
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Exploring Neuro-Symbolic AI for Facial Emotion Recognition. . In Proceedings of the 1st International Workshop on Advanced Neuro-Symbolic Applications (ANSyA 2025), co-located with the 28th European Conference on Artificial Intelligence (ECAI 2025), Vol. 4125 of CEUR Workshop Proceedings, A. Agiollo, E. Bardhi, G. Ciatto, S. Dumancic, G. Marra (eds.), pp. 54–61. CEUR-WS.org, Bologna, Italy, 2025.
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Assessing Sequential Databases for Spontaneous and Posed Facial Expression Recognition. . In Proceedings of the 58th Hawaii International Conference on System Sciences (HICSS), pp. 546–555. ScholarSpace, Honolulu, Hawaii, USA, 2025.
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2024[ to top ]
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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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Haptic and Auditory Feedback on Immersive Media in Virtual Reality. . In Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology, pp. 1–2. ACM, 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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Handling Interfaces for the Procedural Generation of Complete Buildings. . In Proceedings of ICSE GAS Workshop 2024, of Emerging Advanced Technologies for Game Engineering, pp. 9–14. ACM, 2024.
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The Royal Crush: Analysis of Match-3 Mechanics. . In 2024 IEEE Conference on Games (CoG), pp. 1–4. IEEE, 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, pp. 1–4. Association for Computing Machinery, Worcester, MA, USA, 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. IEEE, 2024.
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Surrogate Models of Self-Organising Systems. . In 2024 IEEE International Conference on Autonomic Computing and Self-Organizing Systems Companion (ACSOS-C), pp. 47–52. IEEE, 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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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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Recommender-based User Guidance Framework. . In 2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR), pp. 275–280. IEEE, 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. IEEE, 2024.
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Thrombo-inflammation analyzed in a validated seven-layer platelet decision model: cellular decisions are tough problems fast and heuristically solved. . In bioRxiv. Cold Spring Harbor Laboratory, 2024.Preprint
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2023[ to top ]
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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. ACM, 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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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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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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Ontologically Mapping Learning Objectives to Gameplay Goals. . In 2023 IEEE Conference on Games (CoG), pp. 1–4. IEEE, 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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Modulith: A Game Engine Made for Modding. . In Proceedings of the 18th International Conference on the Foundations of Digital Games, of FDG ’23, pp. 1–8. Association for Computing Machinery, Lisbon, Portugal, 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. IEEE, 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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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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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, pp. 1–4. ACM, 2023.
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Engineering Surrogate Models for Boid Systems. . In Proceedings of the 2023 Artificial Life Conference, of Artificial Life Conference Proceedings, p. 102. MIT Press, Sapporo, Japan, 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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2022[ to top ]
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Interactive, Visual Simulation of a Spatio-Temporal Model of Gas Exchange in the Human Alveolus. In Frontiers in Bioinformatics, 1. Frontiers Media, 2022.
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Opportunities and Challenges of Virtual Reality in Healthcare -- A Domain Experts Inquiry. . In Frontiers in Virtual Reality, 3. Frontiers Media, 2022.
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Learning Classifier Systems as Recommender Systems. . In Proceedings of the Lifelike Computing Systems Workshop (LIFELIKE), of CEUR Workshop Proceedings. CEUR-WS.org, 2022.
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Joyful Adventures and Frightening Places - Designing Emotion-Inducing Virtual Environments. . In Frontiers in Virtual Reality, 3, pp. 2673–4192. Frontiers Media, 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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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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Interactive Hemodynamic Simulation Model of a Cross-scale Cardiovascular System. . In ANNSIM 22, pp. 305–316. Society for Modeling & Simulation International (SCS), 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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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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Edge-Case Integration into Established NAT Traversal Techniques. . In 2022 IEEE Ninth International Conference on Communications and Electronics (ICCE), pp. 75–80. IEEE, 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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2021[ to top ]
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Proceedings of the 1st Games Technology Summit. . Universität Würzburg, 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. IEEE, 2021.
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Game-Ready Inventory Systems for Virtual Reality. . In IEEE COG 2021, 2021, pp. 1–8. IEEE, 2021.Best student paper award
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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, pp. 1–9. Association for Computing Machinery, Montreal, QC, Canada, 2021.
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Advanced multimodal interaction techniques and user interfaces for serious games and virtual environments. . In Journal on Multimodal User Interfaces, 15(3), pp. 255–256. Springer, 2021.
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A financial game with opportunities for fraud. . In 2021 IEEE Conference on Games (CoG), pp. 1–5. IEEE, 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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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, 236(3), pp. 238–252. SAGE Publications Sage UK: London, England, 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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Motivating Interactive Self-Organisation. . In Proceedings of the Lifelike Computing Systems Workshop (LIFELIKE), Vol. 3007 of CEUR Workshop Proceedings. CEUR-WS.org, 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. IEEE, 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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2020[ to top ]
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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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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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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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Generating Real-Time Strategy Heightmaps using Cellular Automata. . In FDG ’20: Proceedings of the 15th International Conference on the Foundations of Digital Games, pp. 1–4. ACM, 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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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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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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2019[ to top ]
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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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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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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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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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Wenn eine Miniatur laufen lernt. . In Bibliotheksforum Bayern, 13(4), pp. 250–253. 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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Interactive Visualization of Multi-Cellular Tumor Spheroids. . 2019.
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VIA VR: A Technology Platform for Virtual Adventures for Healthcare and Well-Being. . In VS-Games, pp. 1–2. IEEE, 2019.
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Interactive Agent-Based Biological Cell Simulations for Morphogenesis. . In Organic Computing -- Doctoral Dissertation Colloquium 2018, Vol. 13, S. Tomforde, B. Sick (eds.), pp. 115–124. kassel university press, Kassel, Germany, 2019.Book DOI: 10.19211/KUP9783737606974 (kassel university press). No chapter-level DOI is registered for this volume.
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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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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. 82–89. IEEE, 2019.
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2018[ to top ]
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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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Special issue on self-organised construction. . In Swarm Intelligence, 12(2), pp. 97–99. Springer, 2018.
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SOCO 2018 Foreword. . In 2018 IEEE 3rd International Workshops on Foundations and Applications of Self* Systems (FAS*W). IEEE, 2018.
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BSc Games Engineering. . In Games studieren - was, wie, wo?, B. Bartholdy, L. Breitlauch, A. Czauderna, G. S. Freyermuth (eds.), pp. 491–502. transcript Verlag, Bielefeld, 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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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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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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Games Engineering. Wissenschaft mit, über und für Interaktive Systeme. . In Games studieren - was, wie, wo?, B. Bartholdy, L. Breitlauch, A. Czauderna, G. S. Freyermuth (eds.), pp. 269–318. transcript Verlag, Bielefeld, 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. . In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 743–744. IEEE, 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. IEEE, 2018.
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2017[ to top ]
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Interactive simulations of biohybrid systems. . In Frontiers in Robotics and AI, 4, p. 50. Frontiers, 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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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. ACM, 2017.
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Controllers & Inputs: Masters of Puppets. . In Avatar, Assembled: The Social and Technical Anatomy of Digital Bodies, Vol. 106, J. Banks (ed.), pp. 281–290. Peter Lang, 2017.
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A virtual reality simulation for children: Build and create from the perspective of a toy figure. . In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 133–136. 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. ACM, 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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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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Swarm Robotics. . In Organic Computing--Technical Systems for Survival in the Real World, C. Müller-Schloer, S. Tomforde (eds.), pp. 525–547. Birkhäuser, 2017.Section 8.7 of Chapter 8 'Applications'; the DOI refers to the containing chapter, as the section has no separate DOI.
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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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Pick Again: Self-Adaptive Warehouse Commissioning. . In ARCS 2017; 30th International Conference on Architecture of Computing Systems, pp. 1–7. VDE Verlag, 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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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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Design and Exploration of Braiding Swarms in VR. . In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, p. 13. ACM, Gothenborg, Sweden, 2017.
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2016[ to top ]
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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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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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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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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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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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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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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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An Organic Computing Approach to Self-Organizing Robot Ensembles. . In Frontiers in Robotics and AI, 3, p. 67. Frontiers Media, 2016.
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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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Modeling and Understanding the Human Body with SwarmScript. . In The Digital Patient: Advancing Medical Research, Education, and Practice, C. D. Combs, J. A. Sokolowski, C. M. Banks (eds.), pp. 149–169. John Wiley & Sons, Hoboken, NJ, 2016.
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Interactive Self-Organisation. Technical Report (PhD dissertation), . . PhD dissertation. University of Augsburg, 2016, November.
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Evolving a Facade-Servicing Quadrotor Ensemble. . 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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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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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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2015[ to top ]
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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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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. MIT Press, 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. VDE Verlag, 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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Time Series Evolution for Integrating Developmental Processes. . In Proceedings of the European Conference on Artificial Life 2015 (ECAL), pp. 320–324. MIT Press, 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. Luniver Press, 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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2014[ to top ]
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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, J. Pitt (ed.), pp. 83–102. Imperial College Press, 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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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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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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``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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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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2013[ to top ]
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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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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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Object tracking as job-scheduling problem. . In Seventh International Conference on Distributed Smart Cameras (ICDSC), pp. 1–7. IEEE, 2013.
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Self-organized middle-out abstraction of complexity. . In Awareness: Self-Awareness in Autonomic Systems. 2013.
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2012[ to top ]
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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, 2012, pp. 1–12. Hindawi, 2012.Article ID 365791
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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. 141–154. ASCAAD, Manama, Bahrain, 2012.Extended as: ITcon 17:239-257 (2012).
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A Trans-Disciplinary Program for Biomimetic Computing and Architectural Design. . In Journal of Information Technology in Construction (ITcon), 17, pp. 239–257. 2012.Special issue: CAAD and Innovation. Extended version of the ASCAAD 2012 conference paper.
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Swarm-based Computational Development. . In Morphogenetic Engineering: Toward Programmable Complex Systems, H. S. R. Doursat (ed.), pp. 473–499. Springer Verlag, 2012.
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The LINDSAY Virtual Human Project: Anatomy and Physiology Come to Life. . In The FASEB Journal, 26(S1). Wiley, 2012.
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SwarmScript 3.0: Algorithmic Specification. . University of Calgary, 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. Springer, 2011.
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Artistic Exploration of the Worlds of Digital Developmental Swarms. . In LEONARDO, 44(1), pp. 5–13. MIT Press, 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 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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Eine Zukunftsperspektive der Künstlichen Intelligenz am Beispiel menschlicher Kommunikation mit Rechnern. . In Künstliche Intelligenz, 25(4), pp. 303–306. Springer, 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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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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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. 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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Swarm Intelligence for Everyone! Accessible Modelling and Simulation of Complex Biological Systems. . 2010.
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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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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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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(3), pp. 371–386. Common Ground Research Networks, 2009.
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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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2008[ to top ]
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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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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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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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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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2007[ to top ]
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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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Teaching bacteria how to dance. . In Synthetic Biology, IET, 1(1), pp. 36–40. IET, 2007.
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Swarm grammars: growing dynamic structures in 3D agent spaces. . In Digital Creativity, 18(1), pp. 54–64. Taylor & Francis, 2007.
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2006[ to top ]
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Swarm Grammars - A New Approach to Dynamic Growth. . University of Calgary, Calgary, Canada, 2006.
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Welcome to the Jungle - Robots Entering the Realm of Animals. . 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, Vol. 2, pp. 1434–1441. IEEE, 2005.
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