Marco Granato

Dr. Marco Granato


Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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5 December 2018 in Multimedia Tools and Applications
Verified
Journal Article
Open access
PDF file
AKAntti Knutas
Antti Knutas
RRRob van Roy
Rob van Roy
THTimo Hynninen
Timo Hynninen
MGMarco Granato
Marco Granato
JKJussi Kasurinen
Jussi Kasurinen
JIJouni Ikonen
Jouni Ikonen
Personalization is an upcoming trend in gamification research, with several researchers proposing that gamified systems should take personal characteristics into account. However, creating good gamified designs is effort intensive as it is and tailoring system interactions to each user will only add to this workload. We propose machine learning algorithm -based personalized content selection to address a part of this problem and present a process for creating personalized designs that allows automating a part of the implementation. The process is based on Deterding’s 2015 framework for gameful design, the lens of intrinsic skill atoms, with additional steps for selecting a personalization strategy and algorithm creation. We then demonstrate the process by implementing personalized gamification for a computer-supported collaborative learning environment. For this demonstration, we use the gamification user type hexad for personalization and the heuristics for effective design of gamification for overall design. The result of the applied design process is a context-aware, personalized gamification ruleset for collaborative environments. Lastly, we present a method for translating gamification rulesets to machine-readable classifier algorithm using the CN2 rule inducer.

2 March 2020 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
MGMarco Granato
Marco Granato
Davide GadiaDavide Gadia
Davide Gadia
Dario MaggioriniDario Maggiorini
Dario Maggiorini
Laura Anna RipamontiLaura Anna Ripamonti
Laura Anna Ripamonti


1 November 2018
Verified
Conference Paper
Closed access
MGMarco Granato
Marco Granato
Davide GadiaDavide Gadia
Davide Gadia
DMDario Maggiorini
Dario Maggiorini
LRLaura Anna Ripamonti
Laura Anna Ripamonti
Different physiological theories and experiments have studied the link between emotions and humans' information provided by biofeedback sensors. However, only few works have been proposed regarding the acquisition of physiological data in order to investigate the emotions of video game players. In this paper, we propose an overview of different features which can be extracted from a set of physiological data acquired from players during video game sessions. Moreover, we provide a method to select only the most important features to use in a generic supervised learning algorithm. With these features, researchers can develop a model able to predict, in real-time, the players' emotions. Thus, we have conducted a set of experiments, in which we have acquired a set of physiological information, and the self-assessed participants' emotional state. On these data, we have applied a feature selection algorithm providing an overview of the most interesting physiological signals and features that should be considered during the studies on emotions in video game research field.

1 April 2018 in Simulation Modelling Practice and Theory
Verified
Journal Article
Closed access
Laura Anna RipamontiLaura Anna Ripamonti
Laura Anna Ripamonti
MGMarco Granato
Marco Granato
MTMarco Trubian
Marco Trubian
AKAntti Knutas
Antti Knutas
Davide GadiaDavide Gadia
Davide Gadia
DMDario Maggiorini
Dario Maggiorini

28 November 2018
Verified
Conference Paper
Open access
MGMarco Granato
Marco Granato
Davide GadiaDavide Gadia
Davide Gadia
DMDario Maggiorini
Dario Maggiorini
LRLaura A. Ripamonti
Laura A. Ripamonti