filmeu

Teacher
Phil Lopes

Phil Lopes
phi***@ulusofona.pt
8018-E267-2165
0000-0002-9567-5806

Resume

Dr. Lopes is an Assistant Professor and Director of the Game AI M.Sc. at Lusófona University, where his research focus lies at the crossroads of Digital Game AI, Affective Computing, Human Computer Interfaces, Virtual Cinematic Productions and Game Design. Currently he is developing autonomous technologies capable of autonomously adapting virtual environments through human-based emotional inputs. His studies has led to the development of several systems exploring the influence of different digital games facets (e.g. Audio, Lighting and 3D Environments) and its relation to human biofeedback data such as: Electrocardiogram (ECG), Electrodermal Activity (EDA) and Functional Magnetic Resonance Imaging (fMRI). Dr. Lopes has also collaborated with several top neuroscience research laboratories in Switzerland, collaborating with the Swiss Center for Affective Sciences (CISA), helping develop several experimental protocols (using games) for the task of emotion recognition. Furthermore, during this time, Dr. Lopes also collaborated with the company Logitech, where he developed several tools capable of collecting physiological data from professional e-sport players during multiplayer sessions.

Graus

  • Licenciatura
    Engenharia Informática
  • Mestrado
    Engenharia Informática
  • Doctor of Philosophy
    Artificial Intelligence in Digital Games

Publicações

Journal article

  • 2022-03-10, A review of cybersickness in head-mounted displays: raising attention to individual susceptibility, Virtual Reality
  • 2020, Impact of Visual and Sound Orchestration on physiological arousal and tension in a horror game, IEEE Transactions on Games
  • 2019-04-01, Modelling Affect for Horror Soundscapes, IEEE Transactions on Affective Computing
  • 2016, Can computers foster human users' creativity? Theory and praxis of mixed-initiative co-creativity, Digital Culture & Education
  • 2013-01-01, One for all, all for one: Agents with social identities, Proceedings of the Annual Meeting of the Cognitive Science Society

Conference paper

  • User Evaluation of Affective Dynamic Difficulty Adjustment Based on Physiological Deep Learning, Human Computer Interaction International
  • Towards a Better Gold Standard
  • Towards Recognizing Emotion in the Latent Space, IEEE Conference on Pervasive Computing (PERCOM)
  • Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena
  • The geometry friends game AI competition
  • Targeting Horror via Level and Soundscape Generation , Artificial Intelligence and Interactive Digital Entertainment Conference
  • Sonancia: A multi-faceted generator for horror
  • Sonancia : sonification of procedurally generated game levels, International Conference on Computational Creativity
  • Social identity bias in agents rational decision, International Conference Intelligent Virtual Agents
  • RankTrace: Relative and unbounded affect annotation
  • On the Influence of the Supine Posture on Simulation Sickness in Virtual Reality
  • On the Effect of the Vertical Axis Alignment on Cybersickness and Game Experience in a Supine Posture
  • Interweaving Story Coherence and Player Creativity through Story-Making Games, International Conference on Interactive Digital Storytelling
  • Framing tension for game generation, International Conference on Computational Creativity
  • Eye Thought You Were Sick! Exploring Eye Behaviors for Cybersickness Detection in VR, Motion, Interaction and Games (MIG)
  • Exploring Blink-Rate Behaviors for Cybersickness Detection in VR
  • 2023-08-23, Active Learning Prototypes for Teaching Game AI, 2023 IEEE Conference on Games (CoG)
  • 2023-08-21, Early Playtesting with Clients and Therapists of More Game-Like Therapy, IEEE Conference on Games
  • 2023-04-12, Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games
  • 2023-04-12, Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety
  • 2022-11-21, Improving the CS Curriculum of a Top-Down Videogames BA, The 11th Computer Science Education Research Conference (CSERC '22)
  • 2022-11-07, An Accessible and Inclusive Future for Tabletop Games and Learning: Paradigms and Approaches, 15th annual International Conference of Education, Research and Innovation - ICERI 2023
  • 2021, Towards effectively adapting games: What needs to be conquered to achieve adaptation
  • 2021, Towards Recognizing Emotion in the Latent Space
  • 2020, Foreword
  • 2020, Eye Thought You Were Sick! Exploring Eye Behaviors for Cybersickness Detection in VR
  • 2016, Framing tension for game generation
  • 2015, Targeting horror via level and soundscape generation
  • 2014, Investigating collaborative creativity via machine-mediated game blending

Conference poster

  • 2014-09-05, Investigating Collaborative Creativity via Machine-Mediated Game Blending, Artificial Intelligence and Interactive Digital Entertainment Conference
  • 2014-08-26, The C2create authoring tool: Fostering creativity via game asset creation
  • 2012-09-05, The Traveling Percussionist, EvoMUSART

Email


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