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Being Creative: A Cross-Domain Mapping Network.

, , and . ICCC, page 220-227. Association for Computational Creativity (ACC), (2020)

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Mapping the field of organism-involved computer games., and . FDG, page 7:1-7:8. ACM, (2018)Player Expectations of Animal Incorporated Computer Games., and . INTETAIN, volume 215 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 1-15. Springer, (2017)Exploring the Exactitudes Portrait Series with Restricted Boltzmann Machines., , and . EvoMUSART, volume 10198 of Lecture Notes in Computer Science, page 321-337. (2017)Why Simulate? Hybrid Biological-Digital Games., and . EvoApplications, volume 7248 of Lecture Notes in Computer Science, page 214-223. Springer, (2012)Electronic Augmentation of Traditional Board Games., and . ICEC, volume 3166 of Lecture Notes in Computer Science, page 441-444. Springer, (2004)Fewer Faces Displayed Simultaneously, Less Videoconference Fatigue in Distance Learning? An Experimental Study., , and . ICIS, Association for Information Systems, (2022)Landmarks and Time-Pressure in Virtual Navigation: Towards Designing Gender-Neutral Virtual Environments., and . FaVE, volume 33 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 60-67. Springer, (2009)Microbial Content Generation for Natural Terrains in Computer Games., and . Frontiers Comput. Sci., (2022)Context-Dependent Memory in Real and Virtual Reality., and . EuroVR, volume 11162 of Lecture Notes in Computer Science, page 177-189. Springer, (2018)Biological Content Generation: Evolving Game Terrains Through Living Organisms., and . EvoMUSART, volume 9027 of Lecture Notes in Computer Science, page 224-235. Springer, (2015)