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Curriculum Vitae for Prof. Craig A. Lindley Skepparp 1019 277 37 Kivik, Sweden email: [email protected] Mob: +46 (0) 735 603 778 Research Background and Interests Current Research Interests Cognitive Science, Cognitive and Neural Engineering. Robotics, Autonomous Systems and Human/Robot Interaction. Human Factors and Human/Machine Interfaces. Psychophysiological and gaze-based interaction. Analysis and design of interactive simulation and visualisation systems based upon cognition sciences. Virtual Reality, Game Systems and Digital Media Research Activities (1997-2009) - autonomous character models for virtual environments - design for pervasive and trans-reality systems - form and syntax models for interactive narrative, including the development of underlying character and object (agent) models and behaviours, world models, interactive dialog systems, scripting language/interpretation for narrative generation, and a-life methods for media content generation. - evolutionary virtual world algorithms based upon L-systems and automated terrain generation - modelling of digital video syntax and semantics for virtual video synthesis, and development of a demonstrator for dynamic virtual video synthesis and user interaction Research Activities Prior to 1997 - intelligent agency and intelligent agent cognitive architectures - robotics and intelligent aerospace systems - integration of AI, knowledge-base systems, and hypermedia technologies - knowledge engineering methodologies Education 2010-ongoing: part time study for Diploma of Molecular Science, The Open University, United Kingdom (will be completed in 2012). 1997: PhD, School of Computer Science and Engineering, University of New South Wales, Australia. Title: A Behavioural Paradigm of Artificial Intelligence and its Application to Satellite Autonomy. 1992: Graduate Diploma in Information Technology (i.e. Applied Physics), Department of Applied Physics, University of Central Queensland, Australia. 1991: MAppSc (Computing Science) by research thesis, Department of Computing Science, University of Technology, Australia. Title: The Knowledge Analyst's Assistant: A Computer Aided Knowledge Engineering Tool. 1989: Graduate Diploma in Applied Computing, Department of Mathematics and Computing, University of Central Queensland, Australia. 1982: BA (Hons), Department of Philosophy, University of Adelaide, Australia. Employment History 2009-ongoing: Research Leader, Game Systems and Interaction Research Laboratory, School of Computing, Blekinge Technical University (BTH), Karlshamn, Sweden. Duties include R&D leadership of approximately 23 research group staff, strategic analysis and planning, PI for externally funded EU projects, supervision of doctoral and masters degree students in computing science and electrical engineering, course development and responsibility, establishment and development of laboratory for robotics and human-machine interaction. 2007-ongoing: Professor of Digital Game Development, Blekinge Technical University (BTH), Karlshamn, Sweden. 2005-2007: Guest Professor in Digital Games, Blekinge Technical University (BTH), Karlshamn, Sweden, under collaboration agreement between HGO and BTH. 2004-2007: Professor of Game Development and Interactive Media, Institution for Technology, Art and New Media, University of Gotland (HGO), Sweden. Responsibilities: establish and lead game research group within the institution, conduct research, develop curriculum and ensure high academic quality within the core subject area of game development, teach in undergraduate game development courses, supervise PhD students, contribute to the development of postgraduate courses within the subject area of game development, provide general academic leadership within the institution. PI for EU funded Integrated Project on Pervasive Gaming (IPerG; see www.pervasivegaming.org) and the FET FUGA. 2001-2003: senior researcher and research manager, Zero Game Studio, The Interactive Institute, Visby, Sweden. Responsibilities include overall research direction and quality of studio, research funding initiatives, project management of multi-useer, persistent virtual world, detailed design and technical research on interactive 3D systems, virtual characterisation and artificial intelligence. End of project funding after 3 years resulted in transfer to co-located and collaborating department at HGO (see above). 2000-2001: Chief Scientist, Starlab NV/A, Brussels, Belgium. Research area: generative media. Duties include: definition of a research consortium for future media systems; leadership of an R&D team developing an interactive virtual environment engine, technical R&D on interactive 3D software, behavioural agents, procedural content generation, artificial life and l-systems with simple behaviors. Position terminated due to Starlab bankruptcy. 1989-2000: principle research scientist, CSIRO Mathematical and Information Sciences, Australia. Duties and roles have included: conduct of original theoretical and applied research in computing science, with an emphasis upon applied AI and intelligent (2D and 3D) media systems; team leader, group leader and project manager for up to 14 research staff. Conducted all stages (from contract negotiation to project management and detailed technical work) of applied R&D projects and consultancies for industrial clients including Adacel, CRAA, ISSC, Fuji/Xerox, The Preston Group, Computer Power Group, RTA/Fujitsu, Bureau of Meteorology/Fujitsu, ATO, DEET, BHP, AMP, Tech Control, and ADI.. 1988: software designer with Wormald Technology International's Advanced Systems Engineering group. Took part as a development team member in all stages of the analysis, design, and implementation of an automated configuration management system for military software projects. This project was carried out under military standards of quality control and product assurance (including DOD-STD-2167). 1984-1988: RAAF Air Defence Officer. Duties included intercept control of fighter aircraft, airspace surveillance and identification, radio, radar, electronic warfare techniques; software analyst/programmer duties at Software Development Unit (3 years) included maintenance and development of radar tracking and command and control software. Awards and Representations Honorable Mention Award, 9th Goddard Conference on Space Applications of Artificial Intelligence, May 10-12, 1994, NASA Goddard Space Flight Centre, Greenbelt, MD, USA. Paper: "On-Board Emergent Scheduling of Autonomous Spacecraft Payload Operations". Best Paper Award, 8th Goddard Conference on Space Applications of Artificial Intelligence, May 11-13, 1993, NASA Goddard Space Flight Centre, Greenbelt, MD, USA. Paper: "An Autonomous Satellite Architecture Integrating Deliberative Reasoning and Behavioural Intelligence". CSIRO Representative, "A Dream of Space Development in the 21st Century", Panel Session, Asia-Pacific International Space Year Conference, Tokyo, Japan, November 1992. PhD Supervision as Primary Supervisor Jussi Holopainen (primary supervisor), BTH, completed 2011. Lennart Nacke (primary supervisor), BTH, completed 2010. Olle Hilborn (primary supervisor), BTH, ongoing since 2009. Petar Jercic (primary supervisor), BTH, ongoing since 2010. Henrik Cederholm (primary supervisor), BTH, ongoing since 2010. Rafid Siddiqui (primary supervisor), BTH, ongoing since 2010. Wei Wen (primary supervisor), BTH, commencing January 2012. PhD Committees Meldgaard B. L., PhD Thesis: “Dangerous Forms: Playing by the Visual Rules: Ecological Approach to Videogames as Activity”, University of Aalborg, Denmark, 2011. Kartiko I., PhD Thesis: “The Visual complexity of instructional animations in training simulations to promote learning: Guidelines for virtual reality designers”, Macquarie University, Australia, 2011. Jennett C. I. “Investigating Real World Dissociation in Computer Game Immersion: Manipulating Sense of Progression and Measuring Awareness of Distractors”, University College London, Interaction Centre, Dept. of Psychology, 2010. Cardillo D. “On the stage: story of a movie”, University of Torino, Italy, 2010. Tyschen A., PhD Thesis: “Communication, Characters and Cross-Platform Gaming Experiences in Multi-Player Role Playing Games”, Macquarie University, Australia, 2007. Bocconi S. “Vox Populi: generating video documentaries from semantically annotated media repositories”, Technical University of Eindhoven, 30 November 2006. Fencott C., “Perceptual Opportunities: A Content Model for the Analysis and Design of Virtual Environments”, University of Teesside, 2003. Professional Memberships Association for the Advancement of Artificial Intelligence (AAAI) American Institute of Aeronautics and Astronautics (AIAA) Association of Unmanned Vehicle Systems International (AUVSI) International Cognitive Science Society (COGSI) International Society for Artificial Life IEEE, Robotics and Automation Society (RAS) The Molecular and Cellular Cognition Society (MCCS) EUCogII Event Organisation Main organizer, Workshop on the Cognitive Science of Games and Game Play, The 28th Annual Conference of the Cognitive Science Society, July 26-29 2006, Vancouver, Canada. Numerous conference review committees (see below). Presentations (Mostly Invited) and Activities Lindley C. A. 2011, Invited Presentation: “PsyIntEC: Biometric Interfaces in a HumanRobot Cooperative Workcell”, Novel Gaze-Controlled Applications 2011, 26-27 May, Karlskrona, Sweden. Lindley C. A. 2011, “OpenSDM, an Open Spacecraft Data Model”, First IAA Conference on University Small Satellite Missions and CubeSat Workshop, January 24-29, Scuola di Ingegneria Aerospaziale, Rome, Italy. Lindley C. A. And Cederholm H. 2010, “Using Non-Invasive BMI for Cognitive Enhancement Via Emotion Feedback”, Brain Machine Interfaces - Implications for science, clinical practice and society, August 26th -29th 2010, Ystad Saltsjöbad, Sweden. Lindley C. A. 2009, Invited Presentation: “Gameplay Psychophysiology and Cognition”, Playtesting, Game Design and Player Communities Workshop, School of Arts and Communication (K3), Malmö University, Sweden, 5 February, 2009. Lindley C. A. and Sennersten C. S. 2009, Invited Lecture: “An Overview of Research in Game Design at the GSIL Laboratory, Blekinge Institute of Technology, Sweden”, Department of Art, Design and Media, Nanyang University of Technology, Singapore, 19 November 2009. Lindley C. A. 2008, Keynote Address: "Dissecting Play: Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay", CGAMES08, Wolverhampton, UK, 3-5 November 2008. Lindley C. A. 2008, Invited Lecture: "Dissecting Play: Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay", Virtual and Interactive Simulations of Reality (VISOR) Research Group, Department of Computing, Macquarie University, Sydney, Australia, October 2008. Lindley C. A. 2008, Invited Lecture: "Dissecting Play: Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay", Creativity and Cognition Studios, University of Technology, Sydney, Australia, October 2008. Lindley C. A. 2008, Invited Presentation: “BTH Game and Media Arts Laboratory”, Blekinge Creativity and Technology Association, Karlshamn, 20 May. Lindley C. A. 2007, Invited Presentation: “FUGA, the Fun of Gaming, an EU Research Project”, First World Game Culture Conference, Daegu, Korea, 25-27 October. Lindley C. A. 2006, Invited Presentation: “FUGA, the Fun of Gaming, an EU Research Project”, Research Track, NordicGame2006, Malmö, Sweden, 19-20 September. Lindley C. A. 2006, Invited Speaker: Technologies of Body and Mind, Seminar Program, Jyväskylä Festival of Arts, Finland, 14-15 July. Lindley C. A. 2006, Invited Speaker: “Hierarchical Schema Forms for Virtual Dramatic Performances”, Symposium on Writings of Time and Interaction, RESONANCES Convention, Centre Wallonie Bruxelles, Paris, France, 13-14 June. Lindley C. A. 2006, Invited Presentation: “Game Development in Networks of the Future”, Workshop on Game Development Technologies and Networking, EGDF (www.egdf.net) in collaboration with NEM Initiative (www.nem-initiative.org) and DG Informations Society and Media (DG INFSO) of the European Commission, Brussels, Belgium, 5 April. Lindley C. A. 2006, Seminar on Playing Roles, Co-Moderator, Game Research Lab, Hypermedia Laboratory, University of Tampere, Finland, 30-31 March. Lindley C. A. 2006, Invited Presentation: “A Cognitive Approach Towards Construct Validation in Analytical Game Studies”, From games to gaming: A LearnIT workshop focusing on methodological issues for studying gaming, Göteberg University, Sweden, 15-16 March. Lindley C. A. 2006 Invited Presentation: “How games engage”, Seminar: From Hitman to Human Resource, Copenhagen University Amager, Denmark, 9 February. Lindley C. A. 2006 Moderator: CreativeLab on Concepting Pervasive Applications, Facilitator, Sagasnet, January 26-February 1, Oulu, Finland. Lindley C. A. and Sennersten C.C. 2005 Invited Presentation: “A Cognitive Approach to Understanding Game Aesthetics and Emotion”, Symposium on Game aesthetics and emotion: light, sound and narrative, School of Arts and Communication, Malmö University, Sweden, 10 December. Lindley C. A. 2005 Keynote Address: “Game Space Design Foundations for TransReality Games”, Advances in Computer Entertainment (ACE): Special Track on Game Development, June 15-18, Valencia, Spain. Lindley C. A. 2004 Keynote Address: “Trans-Reality Gaming”, Second Annual International Workshop in Computer Game Design and Technology, 15-16 November, Liverpool John Moores University, UK. Lindley C. A. 2004 Invited Presentation: “A Multi-Layered Model of Narrativity and Interaction in Virtual Worlds”, La narration interactive ou le roman d’un joueur, Villete Numérique 2004, Cités des Sciences et de l‟Industrie, Paris. Lindley C. A. 2004 Keynote Address: “Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design”, the 3rd International Conference on Entertainment Computing, Technical University Eindhoven, Netherlands. Lindley C. A. 2004 Invited Presentation: “Ouroboros - A Massively Multiplayer Game Based Upon Emotional Engagement and Dramatic Interaction”, Developing Interactive Narrative Content Seminar 2004, Sagasnet, Stuttgart, Germany, May 4 - 10. Lindley C. A. 2003 Invited Presentation: “Narrative and Non-Narrative Structures of Experience in Interactive Virtual Worlds”, Developing Interactive Narrative Content Seminar 2003, Sagasnet, Leipzig, Germany, August 20 – 26. Lindley C. A. 2003 Invited Presentation: “Towards the Game Multiverse: Gaming as a Universal Metaphor for the Future of Internetworked VR/i3D”, Visions of Virtual Reality & Interactive 3D in European Commission Supported Projects, VR World Congress IV/3D Consortium, 24th & 25th June 2003, Luxembourg. Lindley C. 2002 Keynote Address: “Conditioning, Learning and Creation in Games: Narrative, The Gameplay Gestalt and Generative Simulation”, invited presentation, Workshop on Narrative and Interactive Learning Environments (NILE 2002), Edinburgh, Scotland, 6th - 9th August. Lindley C. A., 1992, "Efficient Maintenance of Knowledge Systems", invited paper, Knowledge Based Systems in Finance, Government, and Commerce, IIR, Sydney, March. Invited Academic Lectures October 2008, "Dissecting Play: Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay", Macquarie University, Sydney, Australia. October 2004, Trans-Reality Games, KTH, Sweden. October 2004, Narrative Structure in Role-Playing Games, University of Stockholm, Sweden. March 2004, Time Structure in Computer Games, University of Teeside, UK. December 2003, Various Game Research Presentations, University of Cape Town, South Africa. December 2003, Overview of Game Development, Industry Presentation, South Africa. November 2003, Game AI, full day of lectures, University of Caper Town, South Africa. September 2003, Game AI, University of Skovde, Sweden. PI in EU Research Projects tXoom, 2000+, http://f0.am/txoom/ Uni-Verse, 2004-2007, http://www.uni-verse.org/Uni-verse-Home.72.0.html (involved in negotiation and contract phases). IPeRG, 2004-2008, http://www.pervasive-gaming.org/index_swf.html FUGA, 2006-2009, http://project.hkkk.fi/fuga/. xDELIA, 2009-2012. PsyIntEC, ECHORD experiment in biometric interfaces in Human-Robot interaction, starting 1 February, 2012, to July 2013. Review and Consultancy Positions Reviewer for GAMES@Large EU Integrated Project, 2007-2009. EPSRC (UK) external funding proposal reviewer, 2006. Austrian Science Fund (Austria) external funding proposal reviewer, 2011. Sagasnet consultant for interactive story systems, 2004, 2005. Journal Reviews: Computer Animation and Virtual Worlds, International Journal Of Computer Game Technology, Computers in Entertainment Computing, Entertainment Computing, HCI, IEEE Transactions on Affective Computing. Numerous conference review committees, including most recently: PoCG2012, EuroCogSci2011, COGSCI 2011, ICOS 2011, CHI 2011, ICIDS2010, COGSCI 2010, FDG 2010, Edutainment 2010, ARTABILITATION2010, ICEC 2009, ICIDS 09, IE2009, SAMT 2009, Edutainment 2009, MMM2009, COGSCI 2009, SAMT 2008, Artabilitation 2008, IE 2008, TIDSE 2008, Edutainment 2008, LEDA 2007, BRAINPLAY ‟07 (an ACE 2007 workshop), IE 2007, ICVS ‟07, DIMEA 2007, CogSci2007, EuroCogSci 2007, Web3D 2007, AIIA07, IE2007, CGIE 2006, TIDSE2006, CogSci2006, ACM SIGCHI ACE 2006, IVA 2006, IVA 2005, IE2005, etc.. Industry Publications Lindley C. A. 2003 “Game Taxonomies: A High Level Framework for Game Analysis and Design”, Gamasutra feature article, 3 October 2003, http://www.gamasutra.com/features/20031003/lindley_01.shtml. Theses 1997 PhD, A Behavioural Paradigm of Artificial Intelligence and its Application to Satellite Autonomy, School of Computer Science and Engineering, University of New South Wales, Australia. 1991 MAppSc The Knowledge Analyst's Assistant: A Computer Aided Knowledge Engineering Tool, Department of Computing Science, University of Technology, Australia. Chapters of Books Lindley C. A. 2012 “Synthetic Intelligence: Beyond A.I. and Robotics”, in Integtal Biomathics: Tracing the Road to Reality, Simeonov, Plamen L.; Smith, Leslie S.; Ehresmann, Andrée C. (Eds.), Springer. Lindley C. A. and Sennersten C. 2008 “An Innovation-Oriented Game Design MetaModel Integrating Industry, Research and Artistic Design Practices”, Extending Experiences, Fernandez A., Leino O. and Wirman H. eds., University of Lapland Press, 2008. Lindley C. A. 2005 “Story and Narrative Structures in Computer Games”, Bushoff, Brunhild. ed. 2005. Developing Interactive Narrative Content: sagas/sagasnet reader. Munich: High Text, ISBN 3-933269-92-X. Lindley C. A. 2001 "A Video Annotation Methodology for Interactive Video Sequence Generation", Digital Content Creation, Earnshaw R. and Vince J. (eds), Springer, ISBN 1-85233-379-0. Srinivasan U., Lindley C., Simpson-Young B. 1999 “A Multi-model framework for Video Information Systems”, Database Semantics: Semantic Issues in Multimedia Systems, R. Meersman, Z. Tari, and S. Stevens Eds., Kluwer Academic Publishers, 85108. Lindley C. A. 1993 "A Behavioural Theory of Intelligent Machines as a Framework for the Analysis of Adaptation", Xin Yao (Ed.) Progress in Evolutionary Computation, Lecture Notes in Artificial Intelligence 956, Springer, 257-275. Refereed International Journals Sennersten C. and Lindley C. A. 2010. “Real Time Eye Gaze Logging in a 3D Game/Simulation World”, Measurement Technology and Intelligent Instruments IX, Key Engineering Materials, Vol. 437. Nacke, L., & Lindley, C. (2009). Affective Ludology, “Flow and Immersion in a FirstPerson Shooter: Measurement of Player Experience.” Loading… 3(5), journals.sfu.ca/loading/index.php/loading/article/view/72. Nacke, L., Nacke, A., and Lindley, C. A. 2009. ”Brain-Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.” CyberPsychology & Behavior. 12(5). doi: 10.1089/cpb.2009.0013. Lindley C. A. and Sennersten C. 2007 “Game Play Schemas: From Player Analysis to Adaptive Game Mechanics”, International Journal of Computer Game Technology, Vol. 1, Issue 1, [online journal], Q4, 2007. http://www.hindawi.com/journals/ijcgt/q4.2007.html. Lindley C. A. 2005 “The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design”, Game Studies, Vol. 5, Issue 1, [online journal], September 2005. http://www.gamestudies.org. Lindley C. A. and Nack F. 2000 “Hybrid Narrative and Associative/Categorical Strategies for Interactive and Dynamic Video Presentation Generation”, New Review of Hypermedia and Multimedia, 2000. Kumar V. R., and Lindley C. A. 1995 "Improving Decision Support Through Hypermedia", in E. A. Yfantis (ed.), Intelligent Systems, Kluwer Academic Publishers, 351-361. Lindley C. A. 1995 "An Architecture and Protocol for Communications Satellite Constellations Regarded as Multi-Agent Systems", Telematics and Informatics, 12 (3), 1995. Lindley C. A. 1994 "On-Board Emergent Scheduling of Autonomous Spacecraft Payload Operations", Telematics and Informatics, 11 (4), 385-401, 1994. Kumar V. R., Chung C. Y. C. and Lindley C. A. 1994 "Towards Building an Expert System for Weather Forecasting Operations", International Journal on Expert Systems with Applications, Pergamon Press, 7(2), 373-381. Lindley C. A. 1993 "An Autonomous Satellite Architecture Integrating Deliberative Reasoning and Behavioural Intelligence", Telematics and Informatics, 10 (3), 1993. International Conferences Etc. Hilborn O., Cederholm H., Lindley C., Eriksson E., and Sennersten C. 2012 “Extending the go/nogo test for impulsivity with game elements – a validity study”, accepted for the 3rd International Conference on Technology Enhanced Learning, Quality of Teaching and Reforming Education (TECH-EDUCATION 2012), 4-6 July, Barcelona, Spain. Siddiqui R., Havaei M., Khatibi S., Lindley C. 2011 “Indoor Corridor Extraction for the Autonomous Navigation of Micro-Air Vehicles”, International Micro Air Vehicle Conference and Flight Competition (IMAV 2011), 12-15 September, tHarde, Netherlands. Cederholm H., Hilborn O., Lindley C., Sennersten C. and Eriksson J. 2011 “The Aiming Game: Using a Game with Biofeedback for Training in Emotion Regulation”, 5th DiGRa Conference on Games and Play, 14-17 September, Utrecht, Nederlands. Lindley C. A. “Synthetic Intelligence: Beyond A.I. and Robotics”, 1st Annual Conference on Integral Biomathics, Stirling University, Scotland, 29-31 August 2011. Sennersten C., Castor M., Gustavsson R. and Lindley C. 2010 “Decision processes in simulation-based training for ISAF vehicle patrols”, NATO Research and Technology Organisation, HFM-202 SYMPOISUM on <<Human Modelling for Military Application>> Amsterdam, The Netherlands, 18-20 October. Zaheer A., Aamir S., Lindley C. A. 2010 “Gaze Contingent Dynamic Interface for Robot Navigation Control”, The 14th Finnish Artificial Intelligence Conference (STeP 2010), August 17-18, Espoo, Finland. Sennersten C. and Lindley C. A. “Real Time Eye Gaze Logging in a 3D Game/Simulation World”, The 9th International Symposium on Measurement Technology and Intelligent Instruments (ISMTII-09), June 29 - July 2, 2009, Saint-Petersburg, Russia. Nacke, L., Stellmach, S., Sasse, D., & Lindley, C. A. 2009. “Gameplay Experience in a Gaze Interaction Game”. In Proceedings of The 5th Conference on Communication by Gaze Interaction - COGAIN 2009: Gaze Interaction For Those Who Want It Most (pp. 49–54). Lyngby, Denmark: The COGAIN Association. Stellmach, S., Nacke, L., Dachselt, R., & Lindley, C. 2009. “Trends and Techniques in Visual Gaze Analysis”. In Proceedings of The 5th Conference on Communication by Gaze Interaction - COGAIN 2009: Gaze Interaction For Those Who Want It Most (pp. 89–93). Lyngby, Denmark: The COGAIN Association. IJsselsteijn, W., van der Hoogen, W., Klimmt, C., de Kort, Y., Lindley, C., Mathiak, K. Poels, K., Ravaja, N., Turpeinen, M. & Vorderer, P.(2008). “Measuring the experience of digital game enjoyment”. In A.J. Spink, M.R. Ballintijn, N.D. Bogers, F. Grieco, L.W.S. Loijens, L.P.J.J. Noldus, G. Smit, and P.H. Zimmerman (Eds.), Proceedings of Measuring Behavior 2008, Maastricht, The Netherland, August 26-29, 2008. Sennersten C. and Lindley C. 2009 “An Investigation of Visual Attention in FPS Computer Gameplay”, VS-GAMES’09: Games and Virtual Worlds for Serious Applications, March 23-24, Coventry, UK. Lindley, C. A., Nacke L. and Sennersten C. C. “Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay”, CGAMES 2008, Wolverhampton, UK, 3-5 November 2008. Grimshaw M., Lindley C. A. & Nacke L. “Sound and Immersion in the First-Person Shooter: Objectively Measuring the Player's Sonic Experience”, Audio Mostly, Piteå, Sweden, 22-23 October 2008. Nacke, L. and Lindley, C. “Boredom, Immersion, Flow - a Pilot Study Investigating Player Experience”. In Proceedings of the IADIS Gaming 2008: Design for Engaging Experience and Social Interaction (Amsterdam, The Netherlands, July 25-27). IADIS Press, 2008, 103-107. Nacke L. and Lindley C. A., “Flow and Immersion in First-Person Shooters: Measuring the player‟s gameplay experience”, Future Play - The International Conference on the Future of Game Design and Technology, Toronto, Canada, November 3-5, 2008. Nacke, L., Lindley, C. and Stellmach, S. Log Who‟s Playing: Psychophysiological Game Analysis Made Easy through Event Logging. In Proceedings of the International conference on Fun and Games 2008 (Eindhoven, The Netherlands, October). Springer, 2008. Sennersten C. and Lindley C. 2008 “Evaluation of Real-time Eye Gaze Logging by a 3D Game Engine”, 12th IMEKO TC1 & TC7 Joint Symposium on Man Science & Measurement, September, 3 – 5, 2008, Annecy, France. Lindley C. A., Nacke N. and Sennersten C. 2007 “What does it mean to understand gameplay?”, Ludic Engagement Designs for All (LEDA), 28-30 November 2007, Aalborg University Esbjerg, Denmark. Lindley C. A. and Sennersten C. 2006 “A Cognitive Framework for the Analysis of Game Play: Tasks, Schemas and Attention Theory”, Workshop on the Cognitive Science of Games and Game Play, The 28th Annual Conference of the Cognitive Science Society, July 26-29 2006, Vancouver, Canada. Lindley C. A. 2005 “Game Space Design Foundations for Trans-Reality Games”, Long Paper and Keynote Paper, Advances in Computer Entertainment (ACE): Special Track on Game Development, Valencia, Spain, June 15-18. Lindley C. A. and Eladhari M. 2005 “Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games”, accepted for Changing Views: Worlds in Play. International DiGRA Conference, June 16 – 20, Vancouver, Canada. Eladhari M. and Lindley C. A. 2004 “Story construction and expressive agents in virtual game worlds”, Other Players Conference, Centre for Computer Game Research, IT University, Copenhagen, Denmark, 6-8 December. Lindley C. A. 2004 “Trans-Reality Gaming”, Keynote Paper, Proceedings of the Second Annual International Workshop in Computer Game Design and Technology, 15-16 November, Liverpool John Moores University, UK. Lindley C. A. 2004 “Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design”, Keynote Paper, Proceedings of the 3rd International Conference on Entertainment Computing, Technical University Eindhoven, Netherlands, LNCS, ©Springer-Verlag, 2004. Lindley C. A. 2004 “Narrative, Game Play and Alternative Time Structures for Virtual Environments”, Proceedings, 2nd International Conference on Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Germany, June 24 – 26. Lindley C. A. 2004 “The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design”, Game Design Research Symposium and Workshop, 7-8 May 2004, IT-University, Copenhagen, Denmark. Eladhari M. and Lindley C. 2003 “Player Character Design Facilitating Emotional Depth in MMORPGs”, Level Up: First International Digital Games Research Conference, 4-6 November, University of Utrecht, The Netherlands. Lindley C., Andre E., Clarke A., Fencott C. and Mitchell G. 2002 “The Emergence of the Labyrinth, the Intrinsic Computational Aesthetic Form” ”, Computational Semiotics for Games and New Media (COSIGN), Amsterdam, Nederlands, 1-3 September 2002. Lindley C. 2002 “Conditioning, Learning and Creation in Games: Narrative, The Gameplay Gestalt and Generative Simulation”, Keynote Paper, Workshop on Narrative and Interactive Learning Environments (NILE 2002), Edinburgh, Scotland, 6th - 9th August. Lindley C. and Eladhari M. 2002 “Causal Normalisation: A Methodology For Coherent Story Logic Design in Computer Role-Playing Games”, Third International Conference on Computers and Games, University of Alberta, Edmonton, Canada, July 25-27. Lindley C. 2002 “Beyond the 3D API: New Standards for AI, Narrative Logic, and Generative Media for Distributed Virtual Worlds”, invited paper, Proceedings of the ACM SIGGRAPH and Eurographics Campfire: Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools, 1 - June 4, Snowbird, Utah, USA, Shaker Verlag Aachen 2002, p. 91-97. Lindley C. 2002 “The Gameplay Gestalt, Narrative, and Interactive Storytelling”, Computer Games and Digital Cultures Conference, June 6-8, Tampere, Finland. Lindley C., Nack F., Clarke A., Mitchell G., and Fencott C. 2001 “New media semiotics – computation and aesthetic function”, Computational Semiotics for Games and New Media (COSIGN), Amsterdam, Nederlands, 10-13 September 2001. Lindley C.A. and Nack F. 2001 "Categorical, Narrative, and Hybrid Behavior Generation in the GENIE Environment for Interactive Narratives in Virtual Worlds", International Conference on Media Futures, 8-9 May, Florence, Italy. F. Nack and C. Lindley 2000 “Production and maintenance environments for interactive audio-visual stories", First International Workshop, Bridging the Gap: Bringing Together New Media Artists and Multimedia Technologists, in conjunction with ACM Multimedia 2000, 30 October - 3 November, Los Angeles, California. Lindley C. A. 2000 "A Computational Semiotic Framework for Interactive Cinematic Virtual Worlds", Workshop on Computational Semiotics for New Media, Guildford, Surrey, 29-30 June 2000. F. Nack and C. Lindley 2000 “Environments for the production and maintenance of interactive stories”, Workshop on Digital Storytelling, Darmstadt, Germany, 1516/6/2000. Lindley C. A. 2000 "A Video Annotation Methodology for Interactive Video Sequence Generation", BCS Computer Graphics & Displays Group Conference on Digital Content Creation, Bradford, UK, 12-13 April 2000. Jin J. S., Lindley C. A., Feng D., and Wang C. 2000 "Theory and Practice of Video Cataloging", First International Workshop on Intelligent Multimedia Computing and Networking (IMMCN'2000), Taj Mahal, Atlantic City, New Jersey, USA, February 27 to March 3, 2000. Srinivasan U., Lindley C., Simpson-Young B. 1999 “A Multi-model framework for Video Information Systems”, “Semantic Issues in Multimedia Systems”, 8th IFIP 2.6 Working Conference on Database Semantics (DS-8), Jan 5-8 1999, Rotorua, New Zealand. Lindley C. A. 1999 “Generic Film Forms for Dynamic Virtual Video Synthesis”, IEEE Multimedia Systems „99, June 7-11, Centro Affari, Florence, Italy. Lindley C. A. & Vercoustre A. M. 1999 “Generic Viewer Interaction Functions for Dynamic Virtual Video Synthesis”, Third International Conference on Visual Information Processing, 2-4 June, 1999, Amsterdam, The Netherlands. Srinivasan U. and Lindley C. 1999 "Multi-modal Feature-map: an Approach to Represent Digital Video Sequences”, Third International Conference on Visual Information Processing, 2-4 June, 1999, Amsterdam, The Netherlands. Lindley C. A. & Vercoustre A. M. 1998 “Intelligent Video Synthesis Using Virtual Video Prescriptions”, Proceedings, International Conference on Computational Intelligence and Multimedia Applications, Churchill, Victoria, 9-11 Feb., 661-666. Lindley C. A. 1998 “The FRAMES Processing Model for the Synthesis of Dynamic Virtual Video Sequences”, Second International Workshop on Query Processing in Multimedia Information Systems (QPMIDS) August 26-27th 1998 in conjunction with 9th International Conference DEXA98 Vienna, Austria. Lindley C. A. and Srinivasan U. 1998 “Query Semantics for Content-Based Retrieval of Video Data: An Empirical Investigation”, Storage and Retrieval Issues in Image- and Multimedia Databases, August 24-28, in conjunction with 9th International Conference DEXA98 Vienna, Austria. Lindley C. A., Simpson-Young B., and Srinivasan, U. 1998 “The FRAMES Project: Reuse of Video Information Via the World Wide Web”, Workshop on Reuse of Web Information (14 April), held in conjunction with WWW7, Brisbane, Australia. Lindley C. A. & Vercoustre A. M. 1998 “A Specification Language for Dynamic Virtual Video Sequence Generation”, International Symposium on Audio, Video, Image Processing and Intelligent Applications, 17-21 August, Baden-Baden, Germany. Lee M., Balbo S., Lindley C., and Prokopenko M. 1997 "Combining Rule-Based Knowledge Acquisition with Task-Oriented User Analysis for Dispersed, Embedded Expert Systems", The Joint Pacific Asian Conference on Expert Systems/Singapore International Conference on Intelligent Systems, Singapore, 24-27 Feb. Balbo S. & Lindley C. 1997 "Adaptation of a task analysis methodology to the design of a decision support system", INTERACT'97 conference, 14-18 July 1997, Sydney, Chapman and Hall (IFIP publisher, UK). Prokopenko M., C. Lindley, M. Milosavljevic, D.-M. Zhang. 1997 "A Rule Processing System for Knowledge-based Manpower Planning and Scheduling", Proceedings of the Australasia-Pacific Forum on Intelligent Processing and Manufacturing of Materials (IPMM'97) - an invited paper, pp. 143 - 149, 1997. Lindley C. A. 1997 “A Multiple-Interpretation Framework for Modeling Video Semantics”, The 16th International Conference on Conceptual Modeling (ER-97) Workshop on Conceptual Modeling in Multimedia Information Seeking, Los Angeles, California, USA, 3-6 November, 1997. Prokopenko, M., C. Lindley, V.R. Kumar, W.-Y. Wong. 1996 "Building an Expert System for Dispatch Management: Reasoning about Action Approach", in the proceedings of the 5th International Conference on Intelligent Systems, (ISCA ICIS'96), pp. 81 - 86, Reno, Nevada, June 19-21. C. Lindley, M. Prokopenko, M. Milosavljevic, D.-M. Zhang 1996 "A Rule Editor and Processing System for Manpower Planning and Scheduling", PRICAI'96 Workshop on Verification, Validation and Refinement of KBS, 1996 Pacific Rim Conference on Artificial Intelligence, Cairns, Qld. Lindley C. A. 1995 "An Architecture and Protocol for Communications Satellite Constellations Regarded as Multi-Agent Systems", 1995 Goddard Conference on Space Applications of Artificial Intelligence and Emerging Information Technologies, May 911, NASA Goddard Space Flight Centre, Greenbelt, MD, USA. Lindley C. A. 1995 "A Postmodern Paradigm of Artificial Intelligence", 2nd World Conference on the Fundamentals of Artificial Intelligence, Paris, 3-7 July. Lindley C. A. 1994 "Extending the Behavioural Paradigm for Intelligent Systems", Special Track on Emerging Paradigms for Intelligent Systems, Twenty-Seventh Annual Hawaii International Conference on System Sciences, Maui, HI, January 4-7. Lindley C. A., Kumar V. R., Irrgang R. I. and Robertson J. R. 1994 "An Evaluation of Information Retrieval Methods and Semantic Network Processing for Automatic Link Generation in Hypermedia Systems", Second International Multimedia Symposium, Perth, WA, 23-28 January. Lindley C. A. 1994 "On-Board Emergent Scheduling of Autonomous Spacecraft Payload Operations", 9th Goddard Conference on Space Applications of Artificial Intelligence, May 10-12, NASA Goddard Space Flight Centre, Greenbelt, MD, USA. Winner of Honorable Mention Award. Kumar V. R. and Lindley C. A. 1994 "Improving Decision Support Through Hypermedia", 3rd ACM Golden West International Conference on Intelligent Systems, Las Vegas, USA, 6-10 June. Kumar V. R., Chung C. and Lindley C. 1993 "Learning to Perform Weather Forecasting Operations",4th Stockholm International Conference on Artificial Intelligence, Stockholm, May. Lindley C. A. 1993 "An Autonomous Satellite Architecture Integrating Deliberative Reasoning and Behavioural Intelligence", 8th Goddard Conference on Space Applications of Artificial Intelligence, May 11-13, NASA Goddard Space Flight Centre, Greenbelt, MD, USA. Winner of Best Paper Award. Lindley C. A. 1993 "A Behavioural System for Autonomous Spacecraft Power Distribution and Control", Artificial Intelligence and Knowledge Based Systems for Space, 4th Workshop, May 17-19, ESTEC, Noordwijk, The Netherlands. Lindley C. A. and Shiel J. 1991 "Implementation of an Expert System Incorporating a Generic Application Model",World Congress on Expert Systems , Florida, USA. Lindley C. A. 1991 "Designing Knowledge Systems for Maintainability", Panel Session, World Congress on Expert Systems, Florida, USA. National Conferences Gaddes P., Lindley C. A. and Page J. 1996, "An Autonomous Satellite Power Control Using an Expert System", Tenth National Space Engineering Symposium, Canberra, March. Prokopenko M., Kumar V. R. and Lindley C. A. 1995 "Application of Reasoning about Action Techniques to Dispatch Management", AI-95 Workshop on Commonsense Reasoning, Canberra, November. Lindley C. A. and Kumar V. R. 1994 "Integrating Automated, Dynamic Hypermedia Functions with G2 Knowledge-Based Decision Support", Gensym Users Society, Australasian User Group Meeting, Sydney, May. Lindley C. A., 1993, "Requirements Analysis and Top-Level Design of the AUSTRALIS1 Satellite Power System", Eighth National Space Engineering Symposium, September. Lindley C. A. and French I, 1993, "Analysis and Design of the IRIS Satellite-Borne Infrared Imaging System", Eighth National Space Engineering Symposium, September. Page J. R. and Lindley C. A., 1993, "Distributed Logic for Small Satellites", Eighth National Space Engineering Symposium, September. Lindley C. A. 1993, "A Behavioural Theory of Intelligent Machines as a Framework for the Analysis of Adaptation", AI-93 Workshop on Evolutionary Computation, Melbourne, Australia. Lindley C. A., 1992, "The Application of Artificial Intelligence Techniques to Autonomous Spacecraft Operation and Control", Seventh National Space Engineering Symposium, National Convention Centre, Canberra, September. Lindley C. A., 1990, "An Integrated Conceptual Model for Data, Information, and Knowledge", Thirteenth Aust. Computer Science Conference, Australian Computer Science Communications, Vol. 12 No. 1, Dept. Comp. Sci., Monash University, Aust., Feb.. Lindley C. A., and Debenham J. K., 1990, "A Software Tool for the Design and Maintenance of Knowledge Systems", ASWEC '90 , May. Debenham J. K. and Lindley C. A., 1990, "The Knowledge Analyst's Assistant: A Tool for Knowledge Systems Design", Proceedings, AI'90 , November. Technical Reports: Sennersten C., Alfredson J., Castor M., Hedström J., Lindahl B., Lindley C. A., and Svensson E., 2007, Verification of an Experimental Platform Integrating a Tobii Eyetracking System with the HiFi Game Engine, FOI-R-2227-SEISSN 1650-1942, February 2007. http://www.ffa.se/FOI/templates/PublicationPage____171.aspx?qu=sennersten%20charlo tte&au=&yr=&fomr=&sort=ar%20DES Vercoustre A.-M. and Lindley C. A. 1995 "Information Retrieval and Link Authoring in SGML-based Hypertexts", Inria Technical Report, No. 2591, June 1995. Lindley C. A., and Shiel J., 1991, "Evaluation of the Knowledge Analyst's Asistant", DIT Technical Report TR-FD-91-04, September. Lindley C. A., 1989, "A Consideration of Semantic Networks for Knowledge Representation", DIT Technical Report TR-FD-89-08, November. Lindley C. A., 1989, "Using Data Dictionary Techniques to Support a Knowledge Systems Design Methodology", DIT Technical Report TR-FD-89-03, July. Teaching Activities Course development, course responsibility and delivery for: Introduction to Game Development (2004-2006), Advanced Game Design (2004-2006), HCI for Games (2009ongoing), Rapid Prototyping for Interaction Design (2010-Ongoing), Advanced Game and Interaction Project (2011-ongoing). Program Design, Develoment and Responsibility: Masters Degree in Game Design (2007-2009). PhD program in Digial Game Development (2007-ongoing). Masters Thesis Supervision of 12 successful thesis projects (and no unsuccessful projects) in the programs: Masters Degree in Game Design, Masters Degree in Design, Interaction and Game Technologies (BTH), Masters Degree in Computing Science (BTH).