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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).
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