VLDB 2026 Research / reviewers in the wild / expert
Mirjam Palosaari Eladhari
dblp:14/654 · also Mirjam Eladhari, Mirjam P. Eladhari
· DBLP profile ↗
40ranked-venue papers
9as first author
23since 2021 · last 2026
0000-0002-1444-5997ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 37 · 8 first-author · 21 since 2021Graphics, computer vision, multimedia, augmented reality and games · 33 · 8 first-author · 17 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Cooperation without alignment: sequential organisation in human-AI creative practiceabstractAbstract Much research in human–artificial intelligence (AI) interaction treats cooperation as a design problem of alignment, asking how system behavior can be coordinated with human intentions, task goals or expectations in order to support effective collaborative action. In this debate contribution, we shift the analytic focus from alignment to sequential organisation and ask how cooperation is interactionally accomplished when one source of action does not demonstrably orient to a shared sense of reality, yet its outputs are nevertheless incorporated into an unfolding sequence of action. Drawing on a sequential comic-making practice involving a generative AI system, we analyse three examples to examine how creative work can progress through misrecognition, breakdown and material effects, not necessarily requiring consensus or control. We argue that such misalignment is not a failure to be repaired but can function as a recurring interactional condition in human–AI cooperation, sustained through the sequential uptake, reinterpretation and transformation of AI-generated outputs. Based on this analysis, we suggest that human–AI interaction and design research would benefit from more explicitly interactional accounts of cooperation that treat misalignment as a productive condition rather than something to be minimised. We position artistic creative practice as a methodologically revealing site for examining how agency, authorship and coordination are practically accomplished in cooperative work with AI and we discuss implications for human-centered design. Yana Knight, Mirjam Palosaari Eladhari |
Pers. Ubiquitous Comput. | 2 |
| 2025 | Evaluating Retellings as a Design Goal for a Fighting Game
Gabriel Eriksson Hededal, Oskar Lejdestad Sporre, Hartmut Koenitz, Mirjam Palosaari Eladhari |
ICIDS (2) | 4 |
| 2025 | Quantifying the Subjective - The Digital Character Believability Comparator Framework for NPC Evaluation
Spilios Kehagias, Tove Dahlberg, Mirjam Palosaari Eladhari |
ICIDS (1) | 3 |
| 2025 | Mixed Initiative Comic Making in the Wild: Taking an Artist's Approach Out of the Studio
Yana Knight, Mirjam Palosaari Eladhari |
ICIDS (2) | 2 |
| 2025 | The GenAI4IDN Benchmark 2.0 - AI-Assisted Assessment of Generative AI Tools for the Design of Interactive Digital Narratives
Hartmut Koenitz, Jonathan Barbara, Mirjam Palosaari Eladhari |
ICIDS (1) | 3 |
| 2025 | Neolithic Experiences: Approaching a Complex Topic Through IDNs Using GenAI
Hartmut Koenitz, Jonathan Barbara, Mirjam Palosaari Eladhari, Lissa Holloway-Attaway, Pakezea Anwar, Zlatan Filipovic, Pouya Jahanshahi, Maria Meli, Sebastian R. Richter, Juan David Rodas, Digdem Sezen, Anjuman Shaheen |
ICIDS (1) | 3 |
| 2025 | LLM-Powered NPCs - Evaluating the Impact of Large Language Models on NPC Design
Rufus Trukhin, Jens F. Isaksson, Mirjam Palosaari Eladhari |
ICIDS (2) | 3 |
| 2024 | Assistive Augmented Reality for Adults on the Autism Spectrum with Intellectual DisabilityabstractA common challenge for people on the autism spectrum with intellectual disability, is indoor navigation and related daily activities, as found in previous research. In this paper we report on co-design of assistive augmented reality applications, where the goal is to help people on the autism spectrum to gain more independence in their daily lives. This study is based on initially two full-day workshops with staff only, followed by ten individual workshops with the end-users and their staff at day centers, using a mix of methods and prototypes. The results show a clear potential of augmented reality as assistive technology for indoor navigation, depending on individual capability and/or complexity of environments, as well as for other activities. We also found that new barriers may arise, which are discussed for future research. Thomas Westin, Mario Romero, Mirjam Palosaari Eladhari, Hampus Bejnö, Rahim Rahmani |
ICCHP (2) | 3 |
| 2024 | Navigating Sexualization: A Thematic Analysis of Sexualized Character Design in Modern Video Game Narratives
Zanobia Hazer, Sofia Andersson, Mirjam Palosaari Eladhari |
ICIDS (2) | 3 |
| 2024 | Emotional Believability of Non-playable Game Characters - Animations of Anger, Sadness and Happiness
Therese Johansson, Mirjam Palosaari Eladhari |
ICIDS (2) | 2 |
| 2024 | Mixed Initiative Comic Making in an Artistic Practice
Yana Knight, Mirjam Palosaari Eladhari |
ICIDS (1) | 2 |
| 2024 | What if We Educated Students Assuming They can Think? Introducing the Critical Education Framework (CEF) for Interactive Narratives, Games and Related Fields
Hartmut Koenitz, Mirjam Palosaari Eladhari |
ICIDS (2) | 2 |
| 2024 | Can AI Create an Interactive Digital Narrative? A Benchmarking Framework to Evaluate Generative AI Tools for the Design of IDNs
Hartmut Koenitz, Mirjam Palosaari Eladhari, Jonathan Barbara |
ICIDS (1) | 2 |
| 2024 | Finding Queerness in Gaming - How Players See LGBTQ+ Themes in Non-queer Games
Sofia Lindgren, Nora Gate, Mirjam Palosaari Eladhari |
ICIDS (2) | 3 |
| 2023 | Improving and Analyzing Sketchy High-Fidelity Free-Eye DrawingabstractSome people with a motor disability that limits hand movements use technology to draw via their eyes. Free-eye drawing has been re-investigated recently and yielded state-of-the-art results via unimodal gaze control. However, limitations remain, including limited functions, conflicts between observation and drawing, and the brush tailing issue. We introduce a professional unimodal gaze control free-eye drawing application and improve upon free-eye drawing by extended gaze-based user interface functions, improved brush dynamics, and a double-blink gaze gesture. An experiment and a field study were conducted to assess the system’s usability compared to the mainstream gaze-control drawing method and hand drawing and the accessibility among users with motor disabilities. The results showed that the application provides efficient interaction and the ability to create hand-sketch-level graphics for people with motor disabilities. Herein, we contribute a robust and professional free-eye drawing application, detailing valuable design considerations for future developments in gaze interaction. Lida Huang, Mirjam Palosaari Eladhari, Sindri Magnússon, Hao Chen 0159, Ruijie Guo |
Conference on Designing Interactive Systems | 2 |
| 2023 | Mind Stories: A Story Making Game - From Narrative Therapy to Interactive Narrative Therapy
Mirjam Palosaari Eladhari, Hartmut Koenitz |
ICIDS (2) | 1 |
| 2023 | When Has Theory Ever Failed Us? - Identifying Issues with the Application of Theory in Interactive Digital Narrative Analysis and Design
Hartmut Koenitz, Mirjam Palosaari Eladhari |
ICIDS (1) | 2 |
| 2023 | Eyes can draw: A high-fidelity free-eye drawing method with unimodal gaze controlabstractEyeCompass is a novel free-eye drawing system enabling high-fidelity and efficient free-eye drawing through unimodal gaze control, addressing the bottlenecks of gaze-control drawing. EyeCompass helps people to draw using only their eyes, which is of value to people with motor disabilities. Currently, there is no effective gaze-control drawing application due to multiple challenges including involuntary eye movements, conflicts between visuomotor transformation and ocular observation, gaze trajectory control, and inherent eye-tracking errors. EyeCompass addresses this using two initial gaze-control drawing mechanisms: brush damping dynamics and the gaze-oriented method. The user experiments compare the existing gaze-control drawing method and EyeCompass, showing significant improvements in the drawing performance of the mechanisms concerned. The field study conducted with motor-disabled people produced various creative graphics and indicates good usability of the system. Our studies indicate that EyeCompass is a high-fidelity, accurate, feasible free-eye drawing method for creating artistic works via unimodal gaze control. Lida Huang, Thomas Westin, Mirjam Palosaari Eladhari, Sindri Magnússon, Hao Chen 0159 |
Int. J. Hum. Comput. Stud. | 3 |
| 2022 | Interactive Painting Volumetric Cloud Scenes with Simple Sketches Based on Deep LearningabstractSynthesizing realistic clouds is a complex and demanding task, as clouds are characterized by random shapes, complex scattering and turbulent appearances. Existing approaches either employ two-dimensional image matting or three-dimensional physical simulations. This paper proposes a novel sketch-to-image deep learning system using fast sketches to paint and edit volumetric clouds. We composed a dataset of 2000 real cloud images and translated simple strokes into authentic clouds based on a conditional generative adversarial network (cGAN). Compared to previous cloud simulation methods, our system demonstrates more efficient and straightforward processes to generate authentic clouds for computer graphics, providing a widely accessible sky scene design approach for use by novices, amateurs, and expert artists. Lida Huang, Mirjam Palosaari Eladhari, Sindri Magnússon, Thomas Westin, Nanxu Su |
HSI | 2 |
| 2022 | What Inspires Retellings - A Study of the Game Genshin Impact
Miranda Greting, Xiehui Mao, Mirjam Palosaari Eladhari |
ICIDS | 3 |
| 2022 | Approaches Towards Novel Phenomena. a Reflection on Issues in IDN Research, Teaching and Practice
Hartmut Koenitz, Mirjam Palosaari Eladhari |
ICIDS | 2 |
| 2022 | Guest Editorial Special Issue on User Experience of AI in GamesabstractThe papers in this special section focus on user experiences of artificial intelligence in games. Henrik Warpefelt, Christoph Salge, Mirjam Palosaari Eladhari, Magy Seif El-Nasr, Jichen Zhu |
IEEE Trans. Games | 3 |
| 2021 | Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work
Hartmut Koenitz, Jonathan Barbara, Mirjam Palosaari Eladhari |
ICIDS | 3 |
| 2020 | Tabletop Roleplaying Games as Procedural Content GeneratorsabstractTabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research – including possibility spaces, expressive range analysis, and generative pipelines – to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG. Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook 0001, Mirjam Palosaari Eladhari, Antonios Liapis, Anne Sullivan |
FDG | 5 |
| 2020 | ICIDS2020 Panel: Building the Discipline of Interactive Digital Narratives
Mark Bernstein, Mirjam Palosaari Eladhari, Hartmut Koenitz, Sandy Louchart, Frank Nack, Chris Martens 0001, Giulia Carla Rossi, Anne-Gwenn Bosser, David E. Millard |
ICIDS | 2 |
| 2019 | Challenges of IDN Research and Teaching
Hartmut Koenitz, Mirjam Palosaari Eladhari |
ICIDS | 2 |
| 2018 | Bleed-in, Bleed-out A Design Case in Board Game Therapy
Mirjam Palosaari Eladhari |
DiGRA Conference | 1 |
| 2018 | Tarot-based narrative generationabstractTarot has been used for centuries as a method to give structure to storytelling, both in game and fortune-telling settings. As such, tarot cards have developed over time, expanding the symbolism and depth of meaning associated with each card. This provides a corpus for a large number of possible stories, making tarot a rich area of exploration for story generation. Therefore, we have created a tarot-based narrative generation system that creates short movie-like story synopses, along with a tagline one might see on a movie poster. This project is in early development; we have created a prototype as a proof of concept. The project exists as a webpage that an interactor can use to draw new tarot cards for the story spread (card layout) and generate new stories from them. In this paper we discuss the details of our system and describe more details about the tarot as a corpus. We also discuss future areas of exploration based on our proof of concept. Anne Sullivan, Mirjam Palosaari Eladhari, Michael Cook 0001 |
FDG | 2 |
| 2018 | Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Mirjam Palosaari Eladhari |
ICIDS | 1 |
| 2018 | The Story Pile - Representing Story in the Board Game Mind Shadows
Mirjam Palosaari Eladhari |
ICIDS | 1 |
| 2015 | AI-based Games: Contrabot and What Did You Do?
Michael Cook 0001, Mirjam Palosaari Eladhari, Adam M. Smith 0001, Gillian Smith 0001, Tommy Thompson, Julian Togelius, Alexander Zook |
FDG | 2 |
| 2015 | AI-based Game Design Patterns
Mike Treanor, Alexander Zook, Mirjam Palosaari Eladhari, Julian Togelius, Gillian Smith 0001, Michael Cook 0001, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith 0001 |
FDG | 3 |
| 2014 | Interweaving Story Coherence and Player Creativity through Story-Making Games
Mirjam Palosaari Eladhari, Philip L. Lopes, Georgios N. Yannakakis |
ICIDS | 1 |
| 2014 | The Mind Module - Using an Affectand Personality Computational Modelas a Game-Play ElementabstractThis paper describes the Mind Module (MM) which can be used in game worlds to assign avatars and autonomous characters personality traits, emotions, emotional attachments and moods which together form finely granulated states which are especially appropriate in systems where individualized play experiences are desired. The MM is implemented as a spreading activation network where the different nodes represent affective properties and has been used in several experimental game prototypes. In this paper, results are reported from play-tests where representations of affective processes were used as game-play elements. The MM API can be used with the particular nodes described in this paper or extended for use with nodes appropriate to other applications. Mirjam Palosaari Eladhari |
IEEE Trans. Affect. Comput. | 1 |
| 2013 | Social Believability in Games
Harko Verhagen, Mirjam Palosaari Eladhari, Magnus Johansson 0002, Joshua McCoy |
Advances in Computer Entertainment | 2 |
| 2011 | Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World
Mirjam Palosaari Eladhari |
DiGRA Conference | 1 |
| 2009 | Role-Playing Games: The State of Knowledge [Panel Abstracts]
Anders Drachen, Marinka Copier, Markus Montola, Mirjam Palosaari Eladhari, Michael Hitchens, Jaakko Stenros |
DiGRA Conference | 4 |
| 2009 | Emotional Attachments for Story Construction in Virtual Game Worlds
Mirjam Palosaari Eladhari |
DiGRA Conference | 1 |
| 2005 | Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games
Craig A. Lindley, Mirjam Palosaari Eladhari |
DiGRA Conference | 2 |
| 2003 | Player Character Design Facilitating Emotional Depth in MMORPGs
Mirjam Palosaari Eladhari, Craig A. Lindley |
DiGRA Conference | 1 |