Paolo Petta’s research while affiliated with Austrian Research Institute for Artificial Intelligence and other places

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Publications (76)


A serious game to treat childhood obesity
  • Conference Paper

May 2016

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63 Reads

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7 Citations

Simon Mayr

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Lev Ledit

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Paolo Petta

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[...]

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Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog and digital. We present the design decisions underlying Aquamorra, a serious game to support the treatment of childhood obesity in the light of this approach.


Figure 1. Serious Games Design Pattern Canvas (alpha proposal), inspired by the Business Model Canvas [21].  
Design Pattern Canvas: Towards Co-Creation of Unified Serious Game Design Patterns
  • Article
  • Full-text available

January 2015

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2,209 Reads

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12 Citations

We introduce the Design Pattern Canvas, a visual tool for alignment and decomposition of game designer activities.

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The Trauma Treatment Game: Design Constraints for Serious Games in Psychotherapy

January 2015

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116 Reads

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4 Citations

Serious games deliver interactive worlds in support of a wide range of application areas. Addressing the current paucity of scientific empirical studies in game-based psychotherapy, we address scientific and methodological challenges and their implications for the design of serious games for this domain. We do so in the context of a comprehensive multistage design process that preceded the final game concept of the «Trauma Treatment Game», a serious game to support individualised interventions to children of age eight to twelve suffering from trauma.


Towards a Serious Game for Trauma Treatment

September 2013

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83 Reads

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7 Citations

Lecture Notes in Computer Science

Serious games deliver interactive worlds in support of a wide range of application areas. Addressing the current paucity of scientific empirical studies in game-based psychotherapy, we present a principled concept for the design and deployment of a Trauma Treatment Game aimed at the support of individualised interventions to children suffering from childhood trauma. Focusing on the particular methodological challenges of IT-based psycho-therapeutic support, we detail a domain-general staged process that is fully embedded in a scaffolding of validation and evaluation assessments. We motivate the structural decomposition, explain the nature and requirements of quality insurance measures, identify suitable instruments for their implementation, and specify success criteria and contingency measures.


Serious Game-gestützte Interventionen zur Behandlung von Kindheitstraumata: Eine Konzeptstudie. Towards serious game-based interventions for the treatment of childhood trauma

January 2013

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90 Reads

Serious games use video game technology to deliver interactive worlds in support of a wide range of application areas. The vivid interest in the use of serious games in military and commercial settings stands in stark contrast to the paucity of empirical studies focused on game-based psychotherapy. We discuss the possibility and prerequisites of a serious game aimed at the support of individualized interventions to children suffering from childhood trauma.


Transactions on Edutainment X

January 2013

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32 Reads

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1 Citation

Lecture Notes in Computer Science

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.


Backstory Authoring for Affective Agents

November 2012

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36 Reads

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5 Citations

Lecture Notes in Computer Science

The authoring and configuration of affective characters for interactive narratives presents a significant problem for the viability of interactive digital storytelling. Motivated by work on exploring the author's perspective on character creation, we present an outline of how a selection of action sequences as backstory experiences can be used to derive configuration parameters for an affective agent architecture. Potential planning paths that include the action sequences provide the foundation for setting concrete values for the importance of goals, standards, and tastes of the character as well as for determining the availability of implicated plans during runtime.



Authoring vs. Configuring Affective Agents for Interactive Storytelling

January 2012

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95 Reads

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5 Citations

Applied Artificial Intelligence

Autonomous characters in interactive storytelling can be supported by using affective agent architectures. The configuration of most current tools for controlling agents is, however, implementation specific and not tailored to the needs of authors. Based on literature review, a questionnaire evaluation of authors’ preferences for character creation, and a case study of an author’s conceptualization of this process, we investigate the different methods of configuration available in current agent architectures, reviewing discrepancies and matches. Given these relations, promising approaches to configuration are identified, based on initial inner states, “global” parameters of characters, libraries of stock characters, and selections of backstory experiences.


Sharing Interactive Digital Storytelling Technologies II

November 2011

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12 Reads

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4 Citations

Lecture Notes in Computer Science

The Interactive Digital Storytelling (IDS) field has produced numerous research prototypes over the last years. These prototypes cover several different technological domains, including: drama management; human-computer interaction; language understanding and generation; behavioural modelling; 3D rendering, modelling and animation. Research in the field usually focuses on one specific area. However, it is often the case that other dimensions need to be integrated with one's core contribution to provide the end-user with a complete experience that can be assessed. As a consequence, researchers in IDS tend to become "oneperson shows" trying to unite being scientists in multiple fields; engineers in an array of domains; and developers at home with many technologies and processes. Game technologies aim to simplify this challenge by providing, in particular, sophisticated game engines. But since game engines do not cover all IDS needs, important development/integration efforts still remain to be addressed beyond the central scientific investigation itself. This workshop aims at helping IDS researchers identify and adopt existing IDS-relevant technologies, for them to be able to deliver prototypes that are more varied--or better tailored to their needs and goals--with less effort.


Citations (44)


... To study the interaction between low-level and high-level processes, a software framework has been developed based on the component principle [18]. The coordination requirements of component based programming are related to distributed artificial intelligence and multi-agent theory [4], [21], [15], [9], [13]. Multi-agent systems use negotiation to determine a configuration. ...

Reference:

A Framework for Cognitive Vision Systems or Identifying Obstacles to Integration
Intelligent Information Agents: The AgentLink Perspective
  • Citing Book
  • January 2003

Lecture Notes in Computer Science

... These theories clarify the mapping between appraisal variables and emotional states, modeling the appraisal process as the cause of emotion generation. Once the pattern of appraisal variables is determined, corresponding emotional states can be derived through simple ifthen rules, often represented by discrete emotion labels [136], [137]. ...

Computational models of emotion

... Moreover, Sharma et al [19] found that subjects aged 9-11 years playing Quest to Lava Mountain for 6 weeks decreased their sugar consumption and increased their nutrition/physical activity attitudes. In addition, other studies have reported the design phase of video games such as Aquamorra [20] and Pickit! and Cookit! [21], or have described initial efficiency evaluation results for games such as the Space Adventure Game [22]. ...

A serious game to treat childhood obesity
  • Citing Conference Paper
  • May 2016

... Simulations on sensitive subjects that induce affective or motor learning beyond the entertainment of the user have been a familiar topic to HCI for many decades. Such material has included real-world violence [50,57,62,63], child sexual abuse prevention [62], childhood trauma [50], posttraumatic stress disorder [57] and sexual harassment [46]. James Paul Gee accredits games and interactive fiction as providing an opportunity to learn about 'ways of being in the world' and from the experience of other players [72]. ...

Towards a Serious Game for Trauma Treatment
  • Citing Conference Paper
  • September 2013

Lecture Notes in Computer Science

... Penelitian yang dilakukan (Zavcer et al., 2014) memperkenalkan kanvas pola desain sebagai tool visual untuk kebutuhan perancang game untuk dekomposisi dan pelurusan komponen sebagai pola disain untuk perancang unified serious game agar perancangan dapat dilakukan secara bersama-sama. Donald et al., (2015) melakukan penelitian tentang rehabilitasi pasien TB melalui permainan serious game sebagai model matematika berdasarkan data riil tentang kecanduan dalam hal perancangan, pengembangan dan demonstrasi dari keberhasilan model kolaboratif pedagogik pada universitas Abertay. ...

Design Pattern Canvas: Towards Co-Creation of Unified Serious Game Design Patterns

... Consequently, a game based on play could also be useful when dealing with children's life experiences (e.g., visiting a cemetery), such as traumatic experiences or otherwise important memories. Related to this, Mayr et al. (2014) explored digital games as a tool in therapy. They found games helping to achieve a better connection between the therapy client and the therapist. ...

The Trauma Treatment Game: Design Constraints for Serious Games in Psychotherapy
  • Citing Article
  • January 2015

... Although it is possible to be disappointed in the chosen aspects of AI EI because of the architectural aspect lack, the communicative aspect is undoubtedly important in practice. Since the end of XX century there has been a growing interest in emotional-aware robotic or virtual agents assisting people in different areas (generally described in Trappl et al., 2002). The main reason was that interacting with humans always included dealing with their emotions, accepting them at least. ...

Facets of Emotions in Humans and Artifacts
  • Citing Article
  • January 2001

... Furthermore it has to be noticed, that the aim of this approach is not to find an optimal but a satisficing solution. A central component of SRTA, the DTC planner, is analysed in detail in [Jung and Petta, 2004]. The authors discuss inconsistencies and semantic issues regarding the input language TAEMS and the scheduling process itself. ...

VIE-CDS Improving upon the TAEMS/DTC framework in the context of coordinated scheduling
  • Citing Article