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David Pizzi

dblp:19/2399 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2

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
Immersive interaction · 87% User interface design and tools · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
subliminal perception
0.112012
Incorporating subliminal perception in synthetic environments · UbiComp 2012
Immersive interaction
virtual reality
0.112012
Incorporating subliminal perception in synthetic environments · UbiComp 2012
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112007
Madame bovary on the holodeck: immersive interactive storytelling · ACM Multimedia 2007

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

psychophysiological recordings · 0.1planning · 0.1masking · 0.1game engine · 0.1crowding · 0.1change blindness · 0.1
YearPublicationVenuePosition
2014 Covert Persuasive Technologies: Bringing Subliminal Cues to Human-Computer Interaction
Oswald Barral, Gabor Aranyi, Sid Kouider, Alan Lindsay, Hielke Prins, Imtiaj Ahmed, Giulio Jacucci, Paolo Negri, Luciano Gamberini, David Pizzi, Marc Cavazza
PERSUASIVE10
2012 Incorporating subliminal perception in synthetic environments
abstract
Advanced interactive visualization such as in virtual environments and ubiquitous interaction paradigms pose new challenges and opportunities in considering real-time responses to subliminal cues. In this paper, we propose a synthetic reality platform that, combined with psychophysiological recordings, enables us to study in realtime the effects of various subliminal cues. We endeavor to integrate various aspects known to be relevant to implicit perception. The context is of consumer experience and choice of an artifact where the generation of subliminal perception through an intelligent 3D interface controls the spatio-temporal aspects of the information displayed and of the emergent narrative. One novel contribution of this work is the programmable nature of the interface that exploits known perceptive phenomena (e.g. masking, crowding and change blindness) to generate subliminal perception.
David Pizzi, Ilkka Kosunen, Cristina Viganó, Anna Maria Polli, Imtiaj Ahmed, Daniele Zanella, Marc Cavazza, Sid Kouider, Jonathan Freeman, Luciano Gamberini, Giulio Jacucci
UbiComp1
2010 Interaction Strategies for an Affective Conversational Agent
Cameron G. Smith, Nigel T. Crook, Johan Boye, Daniel Charlton, Simon Dobnik, David Pizzi, Marc Cavazza, Stephen G. Pulman, Raúl Santos de la Cámara, Markku Turunen
IVA6
2010 Persuasive Dialogue Based on a Narrative Theory: An ECA Implementation
Marc Cavazza, Cameron G. Smith, Daniel Charlton, Nigel T. Crook, Johan Boye, Stephen G. Pulman, Karo Moilanen, David Pizzi, Raúl Santos de la Cámara, Markku Turunen
PERSUASIVE8
2010 Exploring the usability of immersive interactive storytelling
abstract
The Entertainment potential of Virtual Reality is yet to be fully realised.In recent years, this potential has been described through the Holodeck™ metaphor, without however addressing the issue of content creation and gameplay.Recent progress in Interactive Narrative technology makes it possible to envision immersive systems.Yet, little is known about the usability of such systems or which paradigms should be adopted for gameplay and interaction.We report user experiments carried out with a fully immersive Interactive Narrative system based on a CAVE-like system, which explore two interactivity paradigms for user involvement (Actor and Ghost).Our results confirm the potential of immersive Interactive Narratives in terms of performance but also of user acceptance.
Jean-Luc Lugrin, Marc Cavazza, David Pizzi, Thurid Vogt, Elisabeth André
VRST3
2010 Automatic Generation of Game Level Solutions as Storyboards
abstract
Game programmers rely on artificial intelligence techniques to encode characters' behaviors initially specified by game designers. Although significant efforts have been made to assist their collaboration, the formalization of behaviors remains a time-consuming process during the early stages of game development. We propose an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Generated solutions are presented as 2-D storyboards similar to comic strips. We present in this paper the first version of a fully implemented prototype as well as examples of generated storyboards, adapted from the original design documents of the blockbuster game Hitman.
David Pizzi, Jean-Luc Lugrin, Alex Whittaker, Marc Cavazza
IEEE Trans. Comput. Intell. AI Games1
2008 Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework
Federico Peinado, Marc Cavazza, David Pizzi
ICIDS3
2008 From Debugging to Authoring: Adapting Productivity Tools to Narrative Content Description
David Pizzi, Marc Cavazza
ICIDS1
2007 Interactive Storytelling with Literary Feelings
David Pizzi, Fred Charles, Jean-Luc Lugrin, Marc Cavazza
ACII1
2007 Madame bovary on the holodeck: immersive interactive storytelling
abstract
In this paper, we describe a small-scale, yet complete, integration of a real-time immersive interactive storytelling system. While significant progress has been achieved in recent years on the individual component technologies of interactive storytelling, the main objective of this work is to investigate the concept of interactive storytelling in a fully immersive context. We describe each individual component of immersive interactive storytelling from a technical perspective. We have used a commercial game engine as a development environment, supporting real-time visualisation as well as the inclusion of Artificial Intelligence components controlling virtual actors. This visualisation engine has been ported to an immersive setting using dedicated software and hardware supporting real-time stereoscopic visualisation. The hardware platform is built around a 4-sided CAVE-like immersive display operated by a PC-cluster. The interactive storytelling engine is constituted by a planning system based on characters motivations and emotional states. The user can interact with the virtual world using multimodal interaction. We illustrate the system's behaviour on the implementation of excerpts from Madame Bovary, a classic XIXth century novel, and demonstrate the ability for the user to play the role of one of the characters and influence the unfolding of the story by his actions.
Marc Cavazza, Jean-Luc Lugrin, David Pizzi, Fred Charles
ACM Multimedia3