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Guillaume Levieux

dblp:49/3565 · DBLP profile ↗
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11ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0001-8844-4447ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Interdisciplinary, comprehensive, and emerging computing
2 papers
Bioinformatics and computational biology · 72% Computational science and engineering · 28%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 59% Personal fabrication and tangible interfaces · 26% Usability and user experience research · 15%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 6 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational science and engineering › computational chemistry › molecular simulation › molecular dynamics
molecular dynamics visualization
0.912025
VTX: real-time high-performance molecular structure and dynamics visualization software · Bioinform. 2025
Bioinformatics and computational biology › molecular informatics
molecular visualization
0.912025
VTX: real-time high-performance molecular structure and dynamics visualization software · Bioinform. 2025
Bioinformatics and computational biology › protein structure prediction
protein-protein docking
0.712023
UDock2: interactive real-time multi-body protein-protein docking software · Bioinform. 2023
Bioinformatics and computational biology
protein structure prediction
0.712023
UDock2: interactive real-time multi-body protein-protein docking software · Bioinform. 2023
Games and playful interaction › game AI
dynamic difficulty adjustment
0.412019
Dynamic Difficulty Adjustment Impact on Players' Confidence · CHI 2019
Rendering
real-time rendering
0.312025
VTX: real-time high-performance molecular structure and dynamics visualization software · Bioinform. 2025

Methods — techniques the papers use, named apart from their topics

OpenGL · 1.7real-time scoring · 0.7interactive manipulation · 0.7in-game bet system · 0.4experimental study · 0.4video analysis · 0.2play session observation · 0.2design study · 0.2
YearPublicationVenuePosition
2025 VTX: real-time high-performance molecular structure and dynamics visualization software
abstract
SUMMARY: VTX is a molecular visualization software capable to handle most molecular structures and dynamics trajectories file formats. It features a real-time high-performance molecular graphics engine, based on modern OpenGL, optimized for the visualization of massive molecular systems and molecular dynamics trajectories. VTX includes multiple interactive camera and user interaction features, notably free-fly navigation and a fully modular graphical user interface designed for increased usability. It allows the production of high-resolution images for presentations and posters with custom background. VTX design is focused on performance and usability for research, teaching, and educative purposes. AVAILABILITY AND IMPLEMENTATION: VTX is open source and free for non-commercial use. Builds for Windows and Ubuntu Linux are available at http://vtx.drugdesign.fr. The source code is available at https://github.com/VTX-Molecular-Visualization.
Maxime Maria, Simon Guionnière, Nicolas Dacquay, Cyprien Plateau-Holleville, Valentin Guillaume, Vincent Larroque, Jean Lardé, Yassine Naimi, Jean-Philip Piquemal, Guillaume Levieux, Nathalie Lagarde, Stéphane Mérillou, Matthieu Montès
Bioinform.10
2023 UDock2: interactive real-time multi-body protein-protein docking software
abstract
MOTIVATION: Protein-protein docking aims at predicting the geometry of protein interactions to gain insights into the mechanisms underlying these processes and develop new strategies for drug discovery. Interactive and user-oriented manipulation tools can support this task complementary to automated software. RESULTS: This article presents an interactive multi-body protein-protein docking software, UDock2, designed for research but also usable for teaching and popularization of science purposes due to its high usability. In UDock2, the users tackle the conformational space of protein interfaces using an intuitive real-time docking procedure with on-the-fly scoring. UDock2 integrates traditional computer graphics methods to facilitate the visualization and to provide better insight into protein surfaces, interfaces, and properties. AVAILABILITY AND IMPLEMENTATION: UDock2 is open-source, cross-platform (Windows and Linux), and available at http://udock.fr. The code can be accessed at https://gitlab.com/Udock/Udock2.
Cyprien Plateau-Holleville, Simon Guionnière, Benjamin Boyer, Brian Jiménez-García, Guillaume Levieux, Stéphane Mérillou, Maxime Maria, Matthieu Montès
Bioinform.5
2023 Genetic-WFC: Extending Wave Function Collapse With Genetic Search
abstract
This article presents genetic wave function collapse (WFC), a procedural level generation algorithm that mixes genetic optimization with WFC, a local adjacency constraints propagation algorithm. We use a synthetic player to evaluate the novelty, safety, and complexity of the generated levels. Novelty is maximized when the synthetic player goes on tiles not visited for a long time, safety is related to how far it can see, and complexity evaluates the variability of the surrounding tiles. WFC extracts constraints from example levels, and allows us to perform the genetic search on levels with few local asset placement errors, while using as little level design rules as possible. We show that we are able to rely on WFC while optimizing the results, first by influencing WFC asset selection and then by reencoding the chosen modules back to our genotype, in order to optimize crossover. We compare the fitness curves and best maps of our method with other approaches. We then visually explore the kind of levels we are able to generate by sampling different values of safety and complexity, giving a glimpse of the variability that our approach is able to reach.
Raphaël Bailly, Guillaume Levieux
IEEE Trans. Games2
2022 Difficulty Pacing Impact on Player Motivation
William Rao Fernandes, Guillaume Levieux
ICEC2
2019 Dynamic Difficulty Adjustment Impact on Players' Confidence
abstract
Difficulty is one of the major motivational pull of video games, and thus many games use Dynamic Difficulty Adjustment (DDA) systems to improve the game experience. This paper describes our research investigating the influence of DDA systems on player's confidence, evaluated using an in-game bet system. Our hypothesis is that DDA systems may lead players to overconfidence, revealed by an overestimation of their success chances when betting. This boost of confidence may be a part of the positive impact of DDA systems on the quality of game experience. We explain our method to evaluate player's confidence and implement it into three games related to logical, motor and sensory difficulties. We describe two experimental conditions where difficulty is either randomly chosen or adapted using a DDA algorithm. Results show how DDA systems can lead players to high level of overconfidence.
Thomas Constant, Guillaume Levieux
CHI2
2017 Difficulty influence on motivation over time in video games using survival analysis
abstract
In this paper, we study the link between difficulty and player's motivation in two games developed by Ubisoft®: Rayman®Legends and Tom Clancy's The Division®. We describe a method to estimate players' difficulty over time and link it's time varying effect with players retention. Results confirm flow and self-efficacy theory. Also, for the first hours of playtime, results differ between the two games. We explain that discrepancy with regard to attribution theory : in Rayman Legends, failure can be mainly attributed to the player skills, while in Tom Clancy's The Division, avatar's strength plays a fundamental role and can always be relatively quickly improved.
Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stéphane Natkin
FDG2
2017 From Objective to Subjective Difficulty Evaluation in Video Games
Thomas Constant, Guillaume Levieux, Axel Buendia, Stéphane Natkin
INTERACT (2)2
2014 Designing tangible video games: lessons learned from the sifteo cubes
abstract
In this paper, we present a collaborative game designed for Sifteo Cubes, a new tangible interface for multiplayer games. We discuss how this game exploits the platform's interface to transfer some of the game mechanics into the non-digital world, and how this approach affects both the player's experience and the design process. We present the technical limitations encountered during game development and analyze video recordings of play sessions with regard to the play strategies developed by the players. Then, we identify two properties that this game shares with many other games on tangible platforms and discuss how these properties influence both the game design process and the player experience. We advocate that these properties provide players with more freedom and relatedness, while helping to create an easy-to-learn and customizable gameplay, despite their own design limitations.
Clément Pillias, Raphaël Robert-Bouchard, Guillaume Levieux
CHI3
2014 An out-of-character approach to emergent game narratives
Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart, Stéphane Natkin
FDG2
2009 Scaling the Level of Difficulty in Single Player Video Games
Maria-Virginia Aponte, Guillaume Levieux, Stéphane Natkin
ICEC2
2007 Dialogs Taking into Account Experience, Emotions and Personality
Anne-Gwenn Bosser, Guillaume Levieux, Karim Sehaba, Axel Buendia, Vincent Corruble, Guillaume de Fondaumière, Viviane Gal, Stéphane Natkin, Nicolas Sabouret
ICEC2