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Maria Cutumisu

dblp:27/3032 · DBLP profile ↗
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13ranked-venue papers
5as first author
4since 2021 · last 2025
0000-0003-2475-9647ORCID · verified

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

Applied, interdisciplinary, general and emerging computing · 5 · 1 first-author · 3 since 2021Software engineering, systems software and programming languages · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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
5 papers
Games and playful interaction · 100%
Software engineering, system software, and programming languages
2 papers
Requirements engineering and software design · 57% Program synthesis and code generation · 43%
Artificial intelligence
2 papers
Planning, search and constraint satisfaction · 100%

Topics — the 2 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Requirements engineering and software design
design patterns
0.112006
Evaluating pattern catalogs: the computer games experience · ICSE 2006
Games and playful interaction › digital gaming
computer games
0.012006
Evaluating pattern catalogs: the computer games experience · ICSE 2006

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

scripting · 0.3metrics · 0.1case study · 0.1generative design patterns · 0.1generative programming · 0.0
YearPublicationVenuePosition
2025 Can GPT4 Generate Effective Feedback on Code Readability?
abstract
Effective feedback is often timely and consistent but, with large cohorts, this is not always achievable. This study explored the potential of GPT4 to generate feedback on code readability for students enrolled in a CS1 Java course. We developed rubrics based on three readability criteria: naming, commenting, and formatting. We defined feedback criteria and incorporated them into GPT4 prompts to guide feedback generation. Results were mixed: while some feedback messages closely aligned with the rubrics, offering valuable insights, others fell short in providing corrective guidance. This highlights the potential and limitations of using LLMs to generate feedback on code readability. Future research could refine these methods to improve feedback consistency and quality.
Xiaotian Su 0001, Yajie Song, Marcus Messer, Jaromír Savelka, Maria Cutumisu, April Yi Wang
ITiCSE (2)5
2022 Employing Tree-based Algorithms to Predict Students' Self-Efficacy in PISA 2018
Maria Cutumisu
EDM2
2022 Assessment of Students' Feedback Behavior in AGame-Based Automated Feedback System -A Cross-Cultural Replication Study
Annika Silvervarg, Kristen Pilner Blair, Maria Cutumisu, Agneta Gulz
ICCE3
2021 Integrating Deep Learning into An Automated Feedback Generation System for Automated Essay Scoring
Maria Cutumisu
EDM2
2017 A Neural Network Approach to Estimate Student Skill Mastery in Cognitive Diagnostic Assessments
Maria Cutumisu
EDM2
2016 Choosing versus Receiving Feedback: The Impact of Feedback Valence on Learning in an Assessment Game
Maria Cutumisu, Daniel L. Schwartz 0001
EDM1
2007 A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, Kevin Waugh, Curtis Onuczko, Jeff Siegel, Allan Schumacher
AAAI1
2007 ScriptEase: A generative/adaptive programming paradigm for game scripting
Maria Cutumisu, Curtis Onuczko, Matthew McNaughton, Thomas Roy, Jonathan Schaeffer 0001, Allan Schumacher, Jeff Siegel, Duane Szafron, Kevin Waugh, Mike Carbonaro, Harvey Duff, Stephanie Gillis
Sci. Comput. Program.1
2006 ScriptEase - Motivational Behaviors for Interactive Characters in Computer Role-Playing Games
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, Kevin Waugh, Curtis Onuczko, Jeff Siegel, Allan Schumacher
AAAI1
2006 Evaluating pattern catalogs: the computer games experience
abstract
Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, a pattern catalog could be created and used to provide re-usable patterns within a project and across a group of related projects. This idea raises a natural question. How can we measure the effectiveness of a pattern catalog or compare the effectiveness of different pattern catalogs? In this paper, we define four metrics that can be used to measure the effectiveness of pattern catalogs. We illustrate these metrics by applying them to a case study that uses a pattern catalog of generative design patterns to generate scripting code for computer games. The metrics are general enough to assess any pattern catalog, independent of application domain or whether the patterns are generative or descriptive.
Maria Cutumisu, Curtis Onuczko, Duane Szafron, Jonathan Schaeffer 0001, Matthew McNaughton, Thomas Roy, Jeff Siegel, Mike Carbonaro
ICSE1
2005 Interactive Story Writing in the Classroom: Using Computer Games
Jonathan Schaeffer 0001, Mike Carbonaro, Duane Szafron, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, Stephanie Gillis, Sabrina Kratchmer
DiGRA Conference4
2004 ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Matthew McNaughton, Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, James Redford, Dominique Parker
ASE2
2004 ScriptEase: Generating Scripting Code for Computer Role-Playing Games
Matthew McNaughton, Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, James Redford, Dominique Parker
ASE2