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To rank or to classify? Annotating stress for reliable PTSD profiling.

, , , and . ACII, page 719-725. IEEE Computer Society, (2015)

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Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130)., , and . NII Shonan Meet. Rep., (2019)Diversified Virtual Camera Composition., , and . EvoApplications, volume 7248 of Lecture Notes in Computer Science, page 265-274. Springer, (2012)AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay., , , and . EvoMUSART, volume 9027 of Lecture Notes in Computer Science, page 101-112. Springer, (2015)Learn to Machine Learn: Designing a Game Based Approach for Teaching Machine Learning to Primary and Secondary Education Students., , , , and . IDC, page 593-598. ACM, (2021)RankNEAT: outperforming stochastic gradient search in preference learning tasks., , , and . GECCO, page 1084-1092. ACM, (2022)Game AI revisited.. Conf. Computing Frontiers, page 285-292. ACM, (2012)Ranking vs. Preference: A Comparative Study of Self-reporting., and . ACII (1), volume 6974 of Lecture Notes in Computer Science, page 437-446. Springer, (2011)Evolving missions to create game spaces., , and . CIG, page 1-8. IEEE, (2016)Sonancia: A multi-faceted generator for horror., , and . CIG, page 1-2. IEEE, (2016)Real-time adaptation of augmented-reality games for optimizing player satisfaction., and . CIG, page 103-110. IEEE, (2008)