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Michael Mateas

Biographic Data

ID148910
NAMEMichael Mateas
GIVEN NAMESMichael
FAMILY NAMEMateas
SIGNATUREMATEAS M
AFFILIATIONSCarnegie Mellon University
ORCID0000-0002-1897-6293
VERIFIEDYes
TOTAL WORKS9
TOTAL CITATIONS12
AUTHOR COUNT7
EDITOR COUNT2
FIRST PUBLICATION YEAR1996
LATEST PUBLICATION YEAR2023
H-INDEX2
  • Acculturative game design with Latine communities

    Open Access•Samantha Conde, Aviv Elor et al.•ARTICLE•Frontiers in Education•2023

    Acculturative stress disproportionately impacts first-generation Latine-Americans, leading to significant mental health risks stemming from intergenerational cultural norms around gender identity and sexuality. Facilitating communication is critical in reducing this stress, yet it can be challenging for Latine individuals to take the first step in expanding their views due to limited resources, cultural pressure, and motivational needs. On the ot…

  • Rounds, Levels, and Waves

    Open Access•José P Zagal, Clara Fernández Vara et al.•ARTICLE•Games and Culture•2008•Cited by: 1•References: 3

    This article explores the early evolution of the structure and management of gameplay in videogames. The authors introduce the notion of gameplay segmentation to capture the role that design elements such as level, boss, and wave play in videogames and identify three modes of segmentation. Temporal segmentation limits, synchronizes, and/or coordinates player activity over time. Spatial segmentation breaks the game's virtual space into sublocation…

  • A MOO-Based Virtual Training Environment

    Open Access•Michael Mateas, Scott Lewis et al.•ARTICLE•Journal of Computer-Mediated…•2006

    We have implemented a virtual environment to support the training of engineers in Panels of Experts (POE), a vehicle for gathering customer data. The environment, which is implemented using multi-user domain (MUD) technology, simulates a hotel conference facility, the context in which POEs generally take place. Within the environment, simulated customer data gathering activities support training through practice. We describe the environment, disc…

  • Procedural literacy

    Open Access•Michael Mateas, Drew Davidson•ARTICLE•On the Horizon The International…•2005•Cited by: 4

    Purpose Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media. Design/methodology/approach This paper looks at one of the earliest historical calls for universal procedural literacy, explores how games can serve as an ideal object around…

  • Narrative Intelligence

    Michael Mateas, Phoebe Sengers•BOOK•Narrative Intelligence (Advances…•2003

    Narrative Intelligence (NI) — the confluence of narrative, Artificial Intelligence, and media studies — studies, models, and supports the human use of narrative to understand the world. This volume brings together established work and founding documents in Narrative Intelligence to form a common reference point for NI researchers, providing perspectives from computational linguistics, agent research, psychology, ethology, art, and media theory. I…

  • Narrative Intelligence (Advances in Consciousness Research)

    Phoebe Sengers, Michael Mateas•BOOK•Narrative Intelligence (Advances…•2003

  • Expressive AI

    Michael Mateas•ARTICLE•Leonardo•2001•Cited by: 4•References: 3

    Expressive AI is a new interdiscipline of AI-based cultural production, combining art practice and AI-research practice. This article explores expressive AI by comparing it with other AI discourses, describing how it borrows notions of interpretation and authorship from both art and AI research practice and providing preliminary desiderata for the practice

  • Office Plant #1

    Marc Bohlen, Michael Mateas•ARTICLE•Leonardo•1998•Cited by: 1

    Walk into a typical high-tech office environment and among the snaking network wires, glowing monitors, and clicking keyboards, and one is likely to see a plant. Unfortunately, this plant is often dying; it is not well-adapted to the office environment. Here the authors discuss their work Office Plant #1 , an exploration of a technological object adapted to the office ecology that fills the same social and emotional niche as a plant. Office Plant…

  • Ethnographic data for product development

    Open Access•Scott Lewis, Scott M Lewis et al.•ARTICLE•interactions•1996•Cited by: 2

    article Free Access Share on Ethnographic data for product development: a collaborative process Authors: Scott Lewis Intel Architecture Labs, Intel Incorporated, JF2-64, 2111 N.E. 25th Ave., Hillsboro, OR Intel Architecture Labs, Intel Incorporated, JF2-64, 2111 N.E. 25th Ave., Hillsboro, ORView Profile , Michael Mateas Computer Science Department, Carnegie Mellon University, 5000 Forbes Ave., Pittsburgh, PA Computer Science Department, Carnegie …

  • Procedural literacy

    Open Access•Michael Mateas, Drew Davidson•ARTICLE•On the Horizon The International…•2005•Cited by: 4

    Purpose Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media. Design/methodology/approach This paper looks at one of the earliest historical calls for universal procedural literacy, explores how games can serve as an ideal object around…

  • Expressive AI

    Michael Mateas•ARTICLE•Leonardo•2001•Cited by: 4•References: 3

    Expressive AI is a new interdiscipline of AI-based cultural production, combining art practice and AI-research practice. This article explores expressive AI by comparing it with other AI discourses, describing how it borrows notions of interpretation and authorship from both art and AI research practice and providing preliminary desiderata for the practice

  • Ethnographic data for product development

    Open Access•Scott Lewis, Scott M Lewis et al.•ARTICLE•interactions•1996•Cited by: 2

    article Free Access Share on Ethnographic data for product development: a collaborative process Authors: Scott Lewis Intel Architecture Labs, Intel Incorporated, JF2-64, 2111 N.E. 25th Ave., Hillsboro, OR Intel Architecture Labs, Intel Incorporated, JF2-64, 2111 N.E. 25th Ave., Hillsboro, ORView Profile , Michael Mateas Computer Science Department, Carnegie Mellon University, 5000 Forbes Ave., Pittsburgh, PA Computer Science Department, Carnegie …

  • Rounds, Levels, and Waves

    Open Access•José P Zagal, Clara Fernández Vara et al.•ARTICLE•Games and Culture•2008•Cited by: 1•References: 3

    This article explores the early evolution of the structure and management of gameplay in videogames. The authors introduce the notion of gameplay segmentation to capture the role that design elements such as level, boss, and wave play in videogames and identify three modes of segmentation. Temporal segmentation limits, synchronizes, and/or coordinates player activity over time. Spatial segmentation breaks the game's virtual space into sublocation…

  • Office Plant #1

    Marc Bohlen, Michael Mateas•ARTICLE•Leonardo•1998•Cited by: 1

    Walk into a typical high-tech office environment and among the snaking network wires, glowing monitors, and clicking keyboards, and one is likely to see a plant. Unfortunately, this plant is often dying; it is not well-adapted to the office environment. Here the authors discuss their work Office Plant #1 , an exploration of a technological object adapted to the office ecology that fills the same social and emotional niche as a plant. Office Plant…

  • Ethnographic data for product development

    Open Access•Scott Lewis, Scott M Lewis et al.•ARTICLE•interactions•1996•Cited by: 2

    article Free Access Share on Ethnographic data for product development: a collaborative process Authors: Scott Lewis Intel Architecture Labs, Intel Incorporated, JF2-64, 2111 N.E. 25th Ave., Hillsboro, OR Intel Architecture Labs, Intel Incorporated, JF2-64, 2111 N.E. 25th Ave., Hillsboro, ORView Profile , Michael Mateas Computer Science Department, Carnegie Mellon University, 5000 Forbes Ave., Pittsburgh, PA Computer Science Department, Carnegie …

  • Office Plant #1

    Marc Bohlen, Michael Mateas•ARTICLE•Leonardo•1998•Cited by: 1

    Walk into a typical high-tech office environment and among the snaking network wires, glowing monitors, and clicking keyboards, and one is likely to see a plant. Unfortunately, this plant is often dying; it is not well-adapted to the office environment. Here the authors discuss their work Office Plant #1 , an exploration of a technological object adapted to the office ecology that fills the same social and emotional niche as a plant. Office Plant…

  • Expressive AI

    Michael Mateas•ARTICLE•Leonardo•2001•Cited by: 4•References: 3

    Expressive AI is a new interdiscipline of AI-based cultural production, combining art practice and AI-research practice. This article explores expressive AI by comparing it with other AI discourses, describing how it borrows notions of interpretation and authorship from both art and AI research practice and providing preliminary desiderata for the practice

  • Narrative Intelligence

    Michael Mateas, Phoebe Sengers•BOOK•Narrative Intelligence (Advances…•2003

    Narrative Intelligence (NI) — the confluence of narrative, Artificial Intelligence, and media studies — studies, models, and supports the human use of narrative to understand the world. This volume brings together established work and founding documents in Narrative Intelligence to form a common reference point for NI researchers, providing perspectives from computational linguistics, agent research, psychology, ethology, art, and media theory. I…

  • Narrative Intelligence (Advances in Consciousness Research)

    Phoebe Sengers, Michael Mateas•BOOK•Narrative Intelligence (Advances…•2003

  • Procedural literacy

    Open Access•Michael Mateas, Drew Davidson•ARTICLE•On the Horizon The International…•2005•Cited by: 4

    Purpose Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media. Design/methodology/approach This paper looks at one of the earliest historical calls for universal procedural literacy, explores how games can serve as an ideal object around…

  • A MOO-Based Virtual Training Environment

    Open Access•Michael Mateas, Scott Lewis et al.•ARTICLE•Journal of Computer-Mediated…•2006

    We have implemented a virtual environment to support the training of engineers in Panels of Experts (POE), a vehicle for gathering customer data. The environment, which is implemented using multi-user domain (MUD) technology, simulates a hotel conference facility, the context in which POEs generally take place. Within the environment, simulated customer data gathering activities support training through practice. We describe the environment, disc…

  • Rounds, Levels, and Waves

    Open Access•José P Zagal, Clara Fernández Vara et al.•ARTICLE•Games and Culture•2008•Cited by: 1•References: 3

    This article explores the early evolution of the structure and management of gameplay in videogames. The authors introduce the notion of gameplay segmentation to capture the role that design elements such as level, boss, and wave play in videogames and identify three modes of segmentation. Temporal segmentation limits, synchronizes, and/or coordinates player activity over time. Spatial segmentation breaks the game's virtual space into sublocation…

  • Acculturative game design with Latine communities

    Open Access•Samantha Conde, Aviv Elor et al.•ARTICLE•Frontiers in Education•2023

    Acculturative stress disproportionately impacts first-generation Latine-Americans, leading to significant mental health risks stemming from intergenerational cultural norms around gender identity and sexuality. Facilitating communication is critical in reducing this stress, yet it can be challenging for Latine individuals to take the first step in expanding their views due to limited resources, cultural pressure, and motivational needs. On the ot…

Computer Science (7 works) · Psychology (4 works) · Artificial Intelligence (3 works) · Epistemology (3 works) · Linguistics (3 works) · Philosophy (3 works) · Artificial Intelligence in Games (2 works) · Cognitive science (2 works) · Digital Games and Media (2 works) · Human–computer interaction (2 works)

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