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Paolo Burelli

Publications and source records attributed to Paolo Burelli.

At least 19 recordsLinked to original sources

Improving Collaborative Storytelling with a Multi-Agent Framework Based on Large Language Models

The topic of Co-creation, i.e., AI agents interacting with humans to generate outputs (e.g., art), has gained significant attention recently. However, most studies focus on adult-human interactions in a digital setting. This paper explores a novel ludic co-creation scenario involving children and Large Language Models (LLMs) interacting through a physical board game to create written stories. Our goal is to develop a multi-agent framework capable of producing high-quality narratives suitable for young players. At the core of our approach is an iterative Writer-Editor process in which one LLM generates stories while another evaluates them and provides feedback for refinement. Through a simulation study involving multiple LLMs, we show that this iterative interaction consistently improves the perceived quality of generated stories across successive loops. The results indicate that a small number of refinement steps may be sufficient to achieve high-quality outputs in interactive storytelling systems.

cs.AI

Atari Games Challenge: A Pilot Study on Multimodal Player Experience Assessment

We present a pilot study on the collection and synchronisation of multimodal data for player experience investigation. We collected game telemetry, self-reported surveys, biometrics, and cued-retrospective think-aloud (C-RTA) data from 19 participants playing three Atari 2600 games. The study then uses the data to investigate difficulty in PX, showcasing a protocol for future multimodal research. The dataset obtained from the experiment, which is publicly available, shows potential as a rich, transformative source that can be used to investigate dynamic difficulty adjustment algorithms, game balancing strategies or broader explorations of games user research. The study findings suggest that the experimental approach holds strong potential for generalisation in future player experience studies.

cs.HC

GroupAffect-4: A Multimodal Dataset of Four-Person Collaborative Interaction

Existing affective-computing, social-signal-processing, and meeting corpora capture important parts of human interaction, but they rarely support analysis of affect in co-located groups as a coupled individual, interpersonal, and group-level process. The required signals (per-participant physiology, eye movement, audio, self-report, task outcomes, and personality) are usually fragmented across separate dataset traditions. We introduce GroupAffect-4, a multimodal corpus of 40 participants in 10 four-person groups, each completing four ecologically varied collaborative tasks spanning information pooling, negotiation, idea generation, and a public-goods game. Each participant is instrumented with a wrist-worn physiology sensor, eye-tracking glasses, and a close-talk microphone; sessions include continuous affect self-reports, post-task questionnaires, task outcomes, and Big-Five personality scores, all time-aligned to a shared clock. The dataset covers over 91% of expected physiology windows and 98% of eye-tracking windows, with strong task validity confirmed by a clear affective manipulation check across the negotiation block. We define fifteen benchmarkable targets spanning three analysis levels -- within-person state, between-person traits, and group dynamics -- and report leave-one-group-out feasibility baselines establishing the dataset's evaluative scope. GroupAffect-4 is released with a BIDS-inspired structure, Croissant metadata, a datasheet, per-session quality reports, and open processing scripts. Code and processing scripts are available at https://github.com/meisamjam/GroupAffect-4; the dataset is publicly archived at https://zenodo.org/records/20037847.

cs.AI

AffectAI-Capture: A Reproducible Multimodal Protocol for Small-Group Meeting Research

We present AffectAI-Capture, a protocol for collecting synchronized multimodal data in four-person meeting-like interactions, combining eye tracking, wearable physiology, close-talk and room audio, multi-view video, event logging, and structured self-report. Sessions use fixed task blocks grounded in established group-interaction paradigms, while acquisition and post-processing are organized around a single authoritative event timeline and standardized outputs. We describe the experimental rationale, synchronization philosophy, data organization, and practical trade-offs. Pilot-level validation of audio quality and video synchronization has been conducted using controlled bench tests; full protocol sessions with participants remain ongoing work. The contribution is a reproducible protocol architecture linking task design, instrumentation, timing provenance, and data packaging for affective, behavioral, and meeting-analytics research.

cs.HC

Using Biometrics to Understand AI-Assisted Coding Performance and its Perception

AI-based code assistants are transforming software development, yet we lack empirical evidence on how they affect developers' cognitive processes. We present a multisite study investigating the neurophysiological correlates of AI-assisted programming through a within-subjects crossover design. We recruited participants at two universities (Bari, Italy, and Copenhagen, Denmark) and collected electroencephalography, eye-tracking, electrodermal activity, and heart rate variability data alongside a rubric-based performance score and self-reported workload across six dimensions using the NASA Task Load Index (NASA-TLX). We tested four hypotheses addressing physiological differences between AI-assisted and non-assisted conditions, the moderating role of developer experience, the association between physiology and performance, and the alignment between subjective perceptions and objective measures. Under AI assistance, the EEG $\theta/\alpha$ ratio was lower during the first task and the gaze blink rate was higher during the second, both consistent with reduced cognitive engagement when developers offload generative effort to the model. This pattern did not differ between undergraduate and graduate students. Electrodermal activity correlated with performance under the non-AI condition but not under AI. Among the six NASA-TLX dimensions of self-reported workload, only Physical demand was associated with performance under the non-AI condition but not under AI. These findings suggest that AI-assisted programming is not a faster version of solo coding but a cognitively distinct activity, with implications for the design of AI assistants and for biometric monitoring in AI-augmented development.

cs.HC

Spatiotemporal Convolutions on EEG signal -- A Representation Learning Perspective on Efficient and Explainable EEG Classification with Convolutional Neural Nets

Classification of EEG signals using shallow Convolutional Neural Networks (CNNs) is a prevalent and successful approach across a variety of fields. Most of these models use independent one-dimensional (1D) convolutional layers along the spatial and temporal dimensions, which are concatenated without a non-linear activation layer between. In this paper, we investigate an alternative encoding that operates a bi-dimensional (2D) spatiotemporal convolution. While 2D convolutions are numerically identical to two concatenated 1D convolutions along the two dimensions, the impact on learning is still uncertain. We test 1D and 2D CNNs and a CNN+transformer hybrid model in a low-dimensional (3-channel) and a high-dimensional (22-channel) BCI motor imagery classification task. We observe that 2D convolutions significantly reduce training time in high-dimensional tasks while maintaining performance. We investigate the root of this improvement and find no difference in spectral feature importance. However, a clear pattern emerges in representational similarity across models: 1D and 2D models yield vastly different representational geometries. Overall, we suggest an improved model with a 2D convolutional layer for faster training and inference. We also highlight the importance of architecturally-driven encoding when processing complex multivariate signals, as reflected in internal representations rather than purely in performance metrics.

cs.LG

High-quality generation of dynamic game content via small language models: A proof of concept

Large language models (LLMs) offer promise for dynamic game content generation, but they face critical barriers, including narrative incoherence and high operational costs. Due to their large size, they are often accessed in the cloud, limiting their application in offline games. Many of these practical issues are solved by pivoting to small language models (SLMs), but existing studies using SLMs have resulted in poor output quality. We propose a strategy of achieving high-quality SLM generation through aggressive fine-tuning on deliberately scoped tasks with narrow context, constrained structure, or both. In short, more difficult tasks require narrower scope and higher specialization to the training corpus. Training data is synthetically generated via a DAG-based approach, grounding models in the specific game world. Such models can form the basis for agentic networks designed around the narratological framework at hand, representing a more practical and robust solution than cloud-dependent LLMs. To validate this approach, we present a proof-of-concept focusing on a single specialized SLM as the fundamental building block. We introduce a minimal RPG loop revolving around rhetorical battles of reputations, powered by this model. We demonstrate that a simple retry-until-success strategy reaches adequate quality (as defined by an LLM-as-a-judge scheme) with predictable latency suitable for real-time generation. While local quality assessment remains an open question, our results demonstrate feasibility for real-time generation under typical game engine constraints.

cs.AI

CNOT Minimal Circuit Synthesis: A Reinforcement Learning Approach

CNOT gates are fundamental to quantum computing, as they facilitate entanglement, a crucial resource for quantum algorithms. Certain classes of quantum circuits are constructed exclusively from CNOT gates. Given their widespread use, it is imperative to minimise the number of CNOT gates employed. This problem, known as CNOT minimisation, remains an open challenge, with its computational complexity yet to be fully characterised. In this work, we introduce a novel reinforcement learning approach to address this task. Instead of training multiple reinforcement learning agents for different circuit sizes, we use a single agent up to a fixed size $m$. Matrices of sizes different from m are preprocessed using either embedding or Gaussian striping. To assess the efficacy of our approach, we trained an agent with m = 8, and evaluated it on matrices of size n that range from 3 to 15. The results we obtained show that our method overperforms the state-of-the-art algorithm as the value of n increases.

cs.AI

Modelling the Interplay of Eye-Tracking Temporal Dynamics and Personality for Emotion Detection in Face-to-Face Settings

Accurate recognition of human emotions is critical for adaptive human-computer interaction, yet remains challenging in dynamic, conversation-like settings. This work presents a personality-aware multimodal framework that integrates eye-tracking sequences, Big Five personality traits, and contextual stimulus cues to predict both perceived and felt emotions. Seventy-three participants viewed speech-containing clips from the CREMA-D dataset while providing eye-tracking signals, personality assessments, and emotion ratings. Our neural models captured temporal gaze dynamics and fused them with trait and stimulus information, yielding consistent gains over SVM and literature baselines. Results show that (i) stimulus cues strongly enhance perceived-emotion predictions (macro F1 up to 0.77), while (ii) personality traits provide the largest improvements for felt emotion recognition (macro F1 up to 0.58). These findings highlight the benefit of combining physiological, trait-level, and contextual information to address the inherent subjectivity of emotion. By distinguishing between perceived and felt responses, our approach advances multimodal affective computing and points toward more personalized and ecologically valid emotion-aware systems.

cs.HC

MuMTAffect: A Multimodal Multitask Affective Framework for Personality and Emotion Recognition from Physiological Signals

We present MuMTAffect, a novel Multimodal Multitask Affective Embedding Network designed for joint emotion classification and personality prediction (re-identification) from short physiological signal segments. MuMTAffect integrates multiple physiological modalities pupil dilation, eye gaze, facial action units, and galvanic skin response using dedicated, transformer-based encoders for each modality and a fusion transformer to model cross-modal interactions. Inspired by the Theory of Constructed Emotion, the architecture explicitly separates core affect encoding (valence/arousal) from higher-level conceptualization, thereby grounding predictions in contemporary affective neuroscience. Personality trait prediction is leveraged as an auxiliary task to generate robust, user-specific affective embeddings, significantly enhancing emotion recognition performance. We evaluate MuMTAffect on the AFFEC dataset, demonstrating that stimulus-level emotional cues (Stim Emo) and galvanic skin response substantially improve arousal classification, while pupil and gaze data enhance valence discrimination. The inherent modularity of MuMTAffect allows effortless integration of additional modalities, ensuring scalability and adaptability. Extensive experiments and ablation studies underscore the efficacy of our multimodal multitask approach in creating personalized, context-aware affective computing systems, highlighting pathways for further advancements in cross-subject generalisation.

cs.HC

Evaluating Quality of Gaming Narratives Co-created with AI

This paper proposes a structured methodology to evaluate AI-generated game narratives, leveraging the Delphi study structure with a panel of narrative design experts. Our approach synthesizes story quality dimensions from literature and expert insights, mapping them into the Kano model framework to understand their impact on player satisfaction. The results can inform game developers on prioritizing quality aspects when co-creating game narratives with generative AI.

cs.AI

AntiCheatPT: A Transformer-Based Approach to Cheat Detection in Competitive Computer Games

Cheating in online video games compromises the integrity of gaming experiences. Anti-cheat systems, such as VAC (Valve Anti-Cheat), face significant challenges in keeping pace with evolving cheating methods without imposing invasive measures on users' systems. This paper presents AntiCheatPT\_256, a transformer-based machine learning model designed to detect cheating behaviour in Counter-Strike 2 using gameplay data. To support this, we introduce and publicly release CS2CD: A labelled dataset of 795 matches. Using this dataset, 90,707 context windows were created and subsequently augmented to address class imbalance. The transformer model, trained on these windows, achieved an accuracy of 89.17\% and an AUC of 93.36\% on an unaugmented test set. This approach emphasizes reproducibility and real-world applicability, offering a robust baseline for future research in data-driven cheat detection.

cs.AI

Using Psychophysiological Insights to Evaluate the Impact of Loot Boxes on Arousal

This study investigates the psychophysiological effects of loot box interactions in video games and their potential similarities to those recorded during gambling interactions. Using electrodermal activity (EDA) measurements, the research examines player arousal during loot box interactions and explores the relationship between Internet Gaming Disorder (IGD) severity and loot box interactions from a psychophysiological perspective. The study employs a custom-designed game to control experimental conditions and standardise loot box interactions. Participants' IGD severity is assessed using the Internet Gaming Disorder Scale - Short Form (IGDS9-SF), while arousal is measured through EDA, analysing both tonic and phasic components. The study contributes to the ongoing debate surrounding gaming disorder and loot boxes, offering insights for game developers and policymakers on the potential risks associated with random reward mechanisms in video games.

cs.HC

On the dynamics of affective states during play and the role of confusion

Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research suggests that confusion can contribute to a positive experience, potentially motivating players to learn. The state of confusion in video games should be further investigated to gain more insight into the learning experience of play and how it affects the player experience. In this article, we design a study to collect learning-related affects for users playing a game prototype that intentionally confuses the player. We assess the gathered affects against a complex learning model, affirming that, in specific instances, the player experience aligns with the learning experiences. Moreover, we identify correlations between these affects and the Player Experience Inventory constructs, particularly concerning flow experiences.

cs.HC

Advancing Face-to-Face Emotion Communication: A Multimodal Dataset (AFFEC)

Emotion recognition has the potential to play a pivotal role in enhancing human-computer interaction by enabling systems to accurately interpret and respond to human affect. Yet, capturing emotions in face-to-face contexts remains challenging due to subtle nonverbal cues, variations in personal traits, and the real-time dynamics of genuine interactions. Existing emotion recognition datasets often rely on limited modalities or controlled conditions, thereby missing the richness and variability found in real-world scenarios. In this work, we introduce Advancing Face-to-Face Emotion Communication (AFFEC), a multimodal dataset designed to address these gaps. AFFEC encompasses 84 simulated emotional dialogues across six distinct emotions, recorded from 73 participants over more than 5,000 trials and annotated with more than 20,000 labels. It integrates electroencephalography (EEG), eye-tracking, galvanic skin response (GSR), facial videos, and Big Five personality assessments. Crucially, AFFEC explicitly distinguishes between felt emotions (the participant's internal affect) and perceived emotions (the observer's interpretation of the stimulus). Baseline analyses spanning unimodal features and straightforward multimodal fusion demonstrate that even minimal processing yields classification performance significantly above chance, especially for arousal. Incorporating personality traits further improves predictions of felt emotions, highlighting the importance of individual differences. By bridging controlled experimentation with more realistic face-to-face stimuli, AFFEC offers a unique resource for researchers aiming to develop context-sensitive, adaptive, and personalized emotion recognition models.

cs.HC

Exploring the Temporal Dynamics of Facial Mimicry in Emotion Processing Using Action Units

Facial mimicry - the automatic, unconscious imitation of others' expressions - is vital for emotional understanding. This study investigates how mimicry differs across emotions using Face Action Units from videos and participants' responses. Dynamic Time Warping quantified the temporal alignment between participants' and stimuli's facial expressions, revealing significant emotional variations. Post-hoc tests indicated greater mimicry for 'Fear' than 'Happy' and reduced mimicry for 'Anger' compared to 'Fear'. The mimicry correlations with personality traits like Extraversion and Agreeableness were significant, showcasing subtle yet meaningful connections. These findings suggest specific emotions evoke stronger mimicry, with personality traits playing a secondary role in emotional alignment. Notably, our results highlight how personality-linked mimicry mechanisms extend beyond interpersonal communication to affective computing applications, such as remote human-human interactions and human-virtual-agent scenarios. Insights from temporal facial mimicry - e.g., designing digital agents that adaptively mirror user expressions - enable developers to create empathetic, personalized systems, enhancing emotional resonance and user engagement.

cs.HC

Modeling Face Emotion Perception from Naturalistic Face Viewing: Insights from Fixational Events and Gaze Strategies

Face Emotion Recognition (FER) is essential for social interactions and understanding others' mental states. Utilizing eye tracking to investigate FER has yielded insights into cognitive processes. In this study, we utilized an instructionless paradigm to collect eye movement data from 21 participants, examining two FER processes: free viewing and grounded FER. We analyzed fixational, pupillary, and microsaccadic events from eye movements, establishing their correlation with emotion perception and performance in the grounded task. By identifying regions of interest on the face, we explored the impact of eye-gaze strategies on face processing, their connection to emotions, and performance in emotion perception. During free viewing, participants displayed specific attention patterns for various emotions. In grounded tasks, where emotions were interpreted based on words, we assessed performance and contextual understanding. Notably, gaze patterns during free viewing predicted success in grounded FER tasks, underscoring the significance of initial gaze behavior. We also employed features from pre-trained deep-learning models for face recognition to enhance the scalability and comparability of attention analysis during free viewing across different datasets and populations. This method facilitated the prediction and modeling of individual emotion perception performance from minimal observations. Our findings advance the understanding of the link between eye movements and emotion perception, with implications for psychology, human-computer interaction, and affective computing, and pave the way for developing precise emotion recognition systems.

cs.HC

Exploring Deep Learning Models for EEG Neural Decoding

Neural decoding is an important method in cognitive neuroscience that aims to decode brain representations from recorded neural activity using a multivariate machine learning model. The THINGS initiative provides a large EEG dataset of 46 subjects watching rapidly shown images. Here, we test the feasibility of using this method for decoding high-level object features using recent deep learning models. We create a derivative dataset from this of living vs non-living entities test 15 different deep learning models with 5 different architectures and compare to a SOTA linear model. We show that the linear model is not able to solve the decoding task, while almost all the deep learning models are successful, suggesting that in some cases non-linear models are needed to decode neural representations. We also run a comparative study of the models' performance on individual object categories, and suggest how artificial neural networks can be used to study brain activity.

cs.LG