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Virtual character behavior architecture using cyclic scheduling.

, and . FDG, Society for the Advancement of the Science of Digital Games, (2014)

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Learning Companion Behaviors Using Reinforcement Learning in Games., , and . AIIDE, The AAAI Press, (2010)ContrastWSD: Enhancing Metaphor Detection with Word Sense Disambiguation Following the Metaphor Identification Procedure., and . LREC/COLING, page 3907-3915. ELRA and ICCL, (2024)A Demonstration of ScriptEase II., , , , , , , , , and 1 other author(s). AIIDE, The AAAI Press, (2011)Creative Data Generation: A Review Focusing on Text and Poetry., and . ICCC, page 29-38. Association for Computational Creativity (ACC), (2023)Exploring the Potential of Generative AI in Prototyping XR Applications., , , , and . RealXR@AVI, volume 3704 of CEUR Workshop Proceedings, CEUR-WS.org, (2024)Intentional Control of Type I Error over Unconscious Data Distortion: a Neyman-Pearson Approach to Text Classification., , , and . CoRR, (2018)Assessment of Collaborative Problem Solving in Engineering Students Through Hands-On Simulations., and . IEEE Trans. Educ., 65 (1): 9-17 (2022)Developing a virtual reality game for manufacturing education., , , and . FDG, page 53:1-53:4. ACM, (2019)A Study of Metacognitive Problem Solving in Undergraduate Engineering Students., , , , and . AHFE (12), volume 963 of Advances in Intelligent Systems and Computing, page 95-102. Springer, (2019)Automated emotion recognition of students in virtual reality classrooms., and . Comput. Educ. X Real., (2024)