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Cale Plut

dblp:249/7797 · DBLP profile ↗
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4ranked-venue papers
3as first author
3since 2021 · last 2024
0000-0002-2937-1900ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 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.

Human-computer interaction and pervasive computing
1 paper
Human-AI interaction · 44% Usability and user experience research · 44% Games and playful interaction · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction
human-AI co-creation
0.712023
Evaluating Human-AI Interaction via Usability, User Experience and Acceptance Measures for MMM-C: A Creative AI System for Music Composition · IJCAI 2023
Usability and user experience research
technology acceptance
0.712023
Evaluating Human-AI Interaction via Usability, User Experience and Acceptance Measures for MMM-C: A Creative AI System for Music Composition · IJCAI 2023

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

mixed-methods study · 0.7
YearPublicationVenuePosition
2024 PreGLAM: A Predictive Gameplay-Based Layered Affect Model
abstract
We present the Predictive Gameplay-based Layered Affect Model (PreGLAM), an affective game spectator model that flexibly integrates into a game design process. PreGLAM combines elements of real-time Player Experience Models, and Affective Non-Player-Character models to output real-time estimated values for a spectator's valence, arousal, and tension during gameplay. Because tension is related to prospective events, PreGLAM attempts to predict future gameplay events. We implement and evaluate PreGLAM in a custom gameGalactic Defense, which we also describe. PreGLAM significantly outperforms a random walk time series in how accurately it matches ground-truth annotations, and has comparable accuracy to state of the art affect models.
Cale Plut, Philippe Pasquier, Jeff Ens, Renaud Bougueng
IEEE Trans. Games1
2023 Evaluating Human-AI Interaction via Usability, User Experience and Acceptance Measures for MMM-C: A Creative AI System for Music Composition
abstract
With the rise of artificial intelligence (AI), there has been increasing interest in human-AI co-creation in a variety of artistic domains including music as AI-driven systems are frequently able to generate human-competitive artifacts. Now, the implications of such systems for the musical practice are being investigated. This paper reports on a thorough evaluation of the user adoption of the Multi-Track Music Machine (MMM) as a minimal co-creative AI tool for music composers. To do this, we integrate MMM into Cubase, a popular Digital Audio Workstation (DAW), by producing a "1-parameter" plugin interface named MMM-Cubase, which enables human-AI co-composition. We conduct a 3-part mixed method study measuring usability, user experience and technology acceptance of the system across two groups of expert-level composers: hobbyists and professionals. Results show positive usability and acceptance scores. Users report experiences of novelty, surprise and ease of use from using the system, and limitations on controllability and predictability of the interface when generating music. Findings indicate no significant difference between the two user groups.
Renaud Bougueng Tchemeube, Jeff Ens, Cale Plut, Philippe Pasquier, Maryam Safi, Yvan Grabit, Jean-Baptiste Rolland
IJCAI3
2022 PreGLAM-MMM: Application and evaluation of affective adaptive generative music in video games
abstract
We present and evaluate an application of affective adaptive generative music in a single-player, action-RPG video game. We create a score that serves as an audience to the gameplay, based on the output of PreGLAM, which models the emotional perception of a game audience. We use the Multi-track Music Machine to expand and extend a composed adaptive musical score, and we use industry-standard production techniques to synthesize and perform all of our musical scores. We evaluate our application of generative music in comparison to two composed scores, one adaptive and one linear. Our generative score is rated as nearly equivalent to a composed linear score in perceptions of emotional congruency, immersion, and preference.
Cale Plut, Philippe Pasquier, Jeff Ens, Renaud Bougueng Tchemeube
FDG1
2019 Music Matters: An empirical study on the effects of adaptive music on experienced and perceived player affect
abstract
Music is an important affective aspect of video games. We present the findings of an empirical study on the affective effects of adaptive uses of music in games. We find that adaptive music can significantly increase a players reported experienced feeling of tension, that players recognize and value music, and that player recognize and value adaptive music over linear music.
Cale Plut, Philippe Pasquier
CoG1