Marco Granato
Title
Cited by
Cited by
Year
Brain, technology and creativity. BrainArt: A BCI-based entertainment tool to enact creativity and create drawing from cerebral rhythms
R Folgieri, C Lucchiari, M Granato, D Grechi
Digital Da Vinci, 65-97, 2014
202014
Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments.
A Knutas, R van Roy, T Hynninen, M Granato, J Kasurinen, J Ikonen
GHITALY@ CHItaly, 2017
132017
A process for designing algorithm-based personalized gamification
A Knutas, R Van Roy, T Hynninen, M Granato, J Kasurinen, J Ikonen
Multimedia Tools and Applications 78 (10), 13593-13612, 2019
112019
Consumer-oriented Head Mounted Displays: analysis and evaluation of stereoscopic characteristics and user preferences
D Gadia, M Granato, D Maggiorini, LA Ripamonti, C Vismara
Mobile Networks and Applications 23 (1), 136-146, 2018
72018
Software and hardware setup for emotion recognition during video game fruition
M Granato, D Gadia, D Maggiorini, LA Ripamonti
Proceedings of the 4th EAI International Conference on Smart Objects and …, 2018
62018
Emotions detection through the analysis of physiological information during video games fruition
M Granato, D Gadia, D Maggiorini, LA Ripamonti
International Conference on Games and Learning Alliance, 197-207, 2017
62017
Multi-agent simulations for the evaluation of Looting Systems design in MMOG and MOBA games
LA Ripamonti, M Granato, M Trubian, A Knutas, D Gadia, D Maggiorini
Simulation Modelling Practice and Theory 83, 124-148, 2018
52018
Effect of different looting systems on the behavior of players in a MMOG: simulation with real data
D De Felice, M Granato, LA Ripamonti, M Trubian, D Gadia, D Maggiorini
eHealth 360°, 110-118, 2017
42017
Analysis of stereoscopic visualization in a consumer-oriented head mounted display
C Vismara, M Granato, LA Ripamonti, D Maggiorini, D Gadia
International Conference on Smart Objects and Technologies for Social Good …, 2016
32016
Feature extraction and selection for real-time emotion recognition in video games players
M Granato, D Gadia, D Maggiorini, LA Ripamonti
2018 14th International Conference on Signal-Image Technology & Internet …, 2018
22018
A Touch-based Configurable Gamepad for Gamers with Physical Disabilities.
D Gadia, M Granato, D Maggiorini, M Marras, LA Ripamonti
CHIRA, 67-74, 2017
22017
Online Appendix For “Profile-Based Algorithm For Personalized Gamification In Computer-Supported Collaborative Learning Environments.”
A Knutas, R Van Roy, T Hynninen, M Granato, J Kasurinen, J Ikonen
22017
Stairway to Elders: Bridging Space, Time and Emotions in Their Social Environment for Wellbeing.
G Boccignone, C de'Sperati, M Granato, G Grossi, R Lanzarotti, N Noceti, ...
ICPRAM, 548-554, 2020
12020
An empirical study of players’ emotions in VR racing games based on a dataset of physiological data
M Granato, D Gadia, D Maggiorini, LA Ripamonti
Multimedia Tools and Applications, 1-30, 2020
2020
Emotions Recognition in Video Game Players Using Physiological Information
M Granato
Universitą degli Studi di Milano, 2019
2019
Improving Performances in League of Legends by Exploiting Inter-Operator Peering
F Bassi, D Maggiorini, M Granato, LA Ripamonti, D Gadia
2018 IEEE 29th Annual International Symposium on Personal, Indoor and Mobile …, 2018
2018
Erratum to: Emotions Detection Through the Analysis of Physiological Information During Video Games Fruition
M Granato, D Gadia, D Maggiorini, LA Ripamonti
International Conference on Games and Learning Alliance, E1-E2, 2017
2017
Evolution of Game Controllers: Toward the Support of Gamers with Physical Disabilities
D Maggiorini, M Granato, LA Ripamonti, M Marras, D Gadia
International Conference on Computer-Human Interaction Research and …, 2017
2017
Online Appendix for
A Knutas, R van Roy, T Hynninen, M Granato, J Kasurinen, J Ikonen
Zenodo, 2017
2017
Augmented reality to improve users experience in art: an application of Epson Moverio and google cardbard devices
R Folgieri, M Granato
Eva conferences 103, 110-115, 2015
2015
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Articles 1–20