Alan Pedrassoli Chitayat

ORCID: 0000-0002-5713-681X
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About
Contact & Profiles
Research Areas
  • Digital Games and Media
  • Artificial Intelligence in Games
  • Gambling Behavior and Treatments
  • Multimedia Communication and Technology
  • Educational Games and Gamification
  • Sports Analytics and Performance
  • Data Visualization and Analytics
  • Video Analysis and Summarization
  • Impact of Technology on Adolescents

University of York
2020-2024

Esports (competitive videogames) have grown into a global phenomenon with over 450m viewers and 1.5bn USD market. broadcasts follow similar structure to traditional sports. However, due their virtual nature, large detailed amount data is available about in-game actions not currently accessible in sport. This provides an opportunity incorporate novel insights complex aspects of gameplay the audience experience – enabling more in-depth coverage for experienced viewers, increased accessibility...

10.1145/3391614.3393659 article EN ACM International Conference on Interactive Media Experiences 2020-06-17

Esports - competitive video games watched by online audiences are the fastest growing form of mainstream entertainment. coverage is predominantly delivered via streaming platforms which include interactive elements. However, there limited understanding how engage with such content. This paper presents a large-scale case study an data-driven extension developed for Dota 2, reaching over 300,000 people during DreamLeague Season 15 DPC Western Europe tournament. The provides live statistics,...

10.1145/3639701.3656318 article EN ACM International Conference on Interactive Media Experiences 2024-06-07

Competitive video game playing, an activity called esports, is increasingly popular to the point that there are now many professional competitions held for a variety of games. These broadcast in manner similar traditional sports broadcasting. Esports games generally fast paced, and due virtual nature these games, camera positioning can be limited. Therefore, knowing ahead time where position cameras, what focus associated commentary on, key challenge esports reporting. This gives rise...

10.1016/j.mlwa.2023.100466 article EN cc-by Machine Learning with Applications 2023-04-10

Esport is a large and still growing industry with vast audiences. Multiplayer Online Battle Arenas (MOBAs), sub-genre of esports, possess very complex environment, which often leads to experts missing important coverage while broadcasting live competitions. One common game event that holds significant importance for referred as team fight engagement. Professional player's own knowledge understanding the may provide solution this problem. This paper suggests model predicts detects ongoing...

10.1109/cog52621.2021.9619038 article EN 2021 IEEE Conference on Games (CoG) 2021-08-17

Competitive video game playing, an activity called esports, is increasingly popular to the point that there are now many professional competitions held for a variety of games. These often broadcast in manner similar traditional sports broadcasts. The ability perform moment-to-moment prediction within esports match has numerous applications. Importantly, it potential empower broadcasters better process oft-fast-paced nature match. This work focuses on this and particular presents techniques...

10.2139/ssrn.4295831 article EN SSRN Electronic Journal 2022-01-01

Esports has become a popular field of research, enabling advances in areas such as machine learning and environment modeling. However, complex modeling systems require visualisations. Despite that, visualisation within esports have been limited or fragmented, particularly when focused on the audience. Furthermore, use data data-driven storytelling proven to be an effective imperative method for enhancing audience experience esport spectators. Therefore, this paper investigates techniques...

10.1145/3639701.3656319 article EN ACM International Conference on Interactive Media Experiences 2024-06-07

Data analytics is commonly used to enable storytelling and enhance esport coverage. One prominent use of it win prediction, where machine learning models predict the winner game before its conclusion. However, predictions are most results black-box systems, forcing commentators produce ad-hoc interpretations. Additionally, broadcasters generally rely other metrics build narratives, limiting impact prediction for storytelling. This paper explores an alternative method identifying needs guide...

10.1145/3677079 article EN Proceedings of the ACM on Human-Computer Interaction 2024-10-14

Esport games comprise a sizeable fraction of the global market, and is fastest growing segment in games. This has given rise to domain esports analytics, which uses telemetry data from inform players, coaches, broadcasters other stakeholders. Compared traditional sports, esport titles change rapidly, terms mechanics as well rules. Due these frequent changes parameters game, analytics models can have short life-spam, problem largely ignored within literature. paper extracts information game...

10.1609/aiide.v19i1.27507 article EN Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2023-10-06

Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as basis novel text-based spectator experiences. We present study investigates if users perceive generated by NLG system an accurate recap highlight moments. also explore...

10.5121/csit.2020.101810 article EN 2020-12-18

Esport games comprise a sizeable fraction of the global market, and is fastest growing segment in games. This has given rise to domain esports analytics, which uses telemetry data from inform players, coaches, broadcasters other stakeholders. Compared traditional sports, esport titles change rapidly, terms mechanics as well rules. Due these frequent changes parameters game, analytics models can have short life-spam, problem largely ignored within literature. paper extracts information game...

10.48550/arxiv.2305.18477 preprint EN cc-by arXiv (Cornell University) 2023-01-01
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