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Paranthaman, P.K.; Graham, S.; Bajaj, N. Assessing the Effects of Various Gaming Platforms on Players’ Affective States and Workloads through Electroencephalogram. Electronics 2024, 13, 2043. https://doi.org/10.3390/electronics13112043
Journal Article
SolAR: Immersive Learning Through an Augmented Reality Application
Agyemang, H., Paranthaman, P.K., Settle, R., Zarecky, L., Regester, M. (2024). SolAR: Immersive Learning Through an Augmented Reality Application. In: Yang, XS., Sherratt, S., Dey, N., Joshi, A. (eds) Proceedings of Ninth International Congress on Information and Communication Technology. ICICT 2024 2024. Lecture Notes in Networks and Systems, vol 1003. Springer, Singapore. https://doi.org/10.1007/978-981-97-3302-6_7
Book chapter
LaMont, L., Fuller, G., Paranthaman, P.K., Poteat, T., Toprani, D., and Xu, Q., (2023). Towards Prototyping Single-modal and Multimodal Interactions in Mixed Reality Games. In: Yang, XS., Sherratt, R.S., Dey, N., Joshi, A. (eds) Proceedings of Eighth International Congress on Information and Communication Technology. ICICT 2023. Lecture Notes in Networks and Systems, vol 694. Springer, Singapore. https://doi.org/10.1007/978-981-99-3091-3_54
Book chapter
User Experience Analysis in Obstacle Clearance Tasks in Virtual and Mixed Reality Environments
Paranthaman, P.K., Vallabhajosula, S., Giordano, A., Walton, S., Tuisa, O., Bajaj, N. (2023). User Experience Analysis in Obstacle Clearance Tasks in Virtual and Mixed Reality Environments. In: Nagar, A.K., Singh Jat, D., Mishra, D.K., Joshi, A. (eds) Intelligent Sustainable Systems. Lecture Notes in Networks and Systems, vol 579. Springer, Singapore. https://doi.org/10.1007/978-981-19-7663-6_64
Book chapter
Conceptual Design and Early Prototypes of a Gamified Virtual Reality Interview Training Application
Jennings, D., Paranthaman, P.K., Bajaj, N. (2023). Conceptual Design and Early Prototypes of a Gamified Virtual Reality Interview Training Application. In: Nagar, A.K., Singh Jat, D., Mishra, D.K., Joshi, A. (eds) Intelligent Sustainable Systems. Lecture Notes in Networks and Systems, vol 578. Springer, Singapore. https://doi.org/10.1007/978-981-19-7660-5_9
Book chapter
Paranthaman, P. K., Bajaj, N., Solovey, N., & Jennings, D. (2021, August). Comparative Evaluation of the EEG Performance Metrics and Player Ratings on the Virtual Reality Games. In 2021 IEEE Conference on Games (CoG) (pp. 1-8). IEEE.
Conference paper
Applying Rapid Crowdsourced Playtesting to a Human Computation Game.
Paranthaman, P. K., Sarkar, A., & Cooper, S. (2021, August). Applying Rapid Crowdsourced Playtesting to a Human Computation Game. In The 16th International Conference on the Foundations of Digital Games (FDG) 2021 (pp. 1-7).
Conference paper
ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment
Paranthaman, P. K., & Cooper, S. (2019, October). ARAPID: towards integrating crowdsourced playtesting into the game development environment. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 121-133).
Conference paper
Dange, G.R., Paranthaman, P.K., Bellotti, F., Samaritani, M., Berta, R., De Gloria, A. (2017). Assessment of Driver Behavior Based on Machine Learning Approaches in a Social Gaming Scenario. In: De Gloria, A. (eds) Applications in Electronics Pervading Industry, Environment and Society. ApplePies 2016. Lecture Notes in Electrical Engineering, vol 409. Springer, Cham. https://doi.org/10.1007/978-3-319-47913-2_24
Book chapter
A smart mobility serious game concept and business development study
Bellotti, F., Berta, R., Gloria, A. D., Dange, G., Paranthaman, P. K., Curatelli, F., ... & Hausler, F. (2015, December). A smart mobility serious game concept and business development study. In International Conference on Games and Learning Alliance (pp. 385-392). Springer, Cham.
Book chapter
User Preferences for a Serious Game to Improve Driving
Paranthaman, P.K., Bellotti, F., Berta, R., Dange, G., De Gloria, A. (2019). User Preferences for a Serious Game to Improve Driving. In: Gentile, M., Allegra, M., Söbke, H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science(), vol 11385. Springer, Cham. https://doi.org/10.1007/978-3-030-11548-7_45
Book chapter
Bellotti, F., Kopetzki, S., Berta, R., Paranthaman, P. K., Dange, G. R., Lytrivis, P., ... & De Gloria, A. (2018). Team applications for collaborative road mobility. IEEE Transactions on Industrial Informatics, 15(2), 1105-1119.
Journal article
Drakoulis, R., Bellotti, F., Bakas, I., Berta, R., Paranthaman, P. K., Dange, G. R., ... & Amditis, A. (2018). A gamified flexible transportation service for on-demand public transport. IEEE Transactions on Intelligent Transportation Systems, 19(3), 921-933.
Journal article
Deployment of serious gaming approach for safe and sustainable mobility
Dange, G. R., Paranthaman, P. K., Bellotti, F., Berta, R., De Gloria, A., Raffero, M., & Neumeier, S. (2017, June). Deployment of serious gaming approach for safe and sustainable mobility. In 2017 IEEE Intelligent Vehicles Symposium (IV) (pp. 1222-1227). IEEE.
Conference paper
A Serious Game Architecture for Green Mobility
Paranthaman, P. K., Dange, G. R., Bellotti, F., Berta, R., Gloria, A. D., Zitti, E. D., ... & Sciutto, G. (2016, September). A Serious Game Architecture for Green Mobility. In International Conference on Applications in Electronics Pervading Industry, Environment and Society (pp. 66-76). Springer, Cham.
Book chapter
DellAcqua, P., Bellotti, F., Berta, R., De Gloria, A., Dange, G., Paranthaman, P., ... & Thiele, F. M. (2015, August). Safe drive map concept for road curve monitoring. In 2015 Euromicro Conference on Digital System Design (pp. 293-296). IEEE.
Conference paper
Dange, G. R., Paranthaman, P. K., Samaritani, M., Smiai, O., Bellotti, F., Berta, R., ... & Pontow, J. (2015, December). The absolute and social comparative analysis of driver performance on a simulated road network. In International Conference on Games and Learning Alliance (pp. 375-384). Springer, Cham.
Book chapter
Uncovering New Neural Network Topologies in Real World Robot Applications
Ailinca, M., Paranthaman, P. K., Pessin, G., Osório, F. S., Souza, J. R., Wolf, D. F., ... & Vargas, P. A. (2012). Uncovering New Neural Network Topologies in Real World Robot Applications. In 12th Annual Workshop on Computational Intelligence (UKCI)–Studies in Mathematical and Computer Science, Edinburgh, UK: Heriot Watt University (pp. 53-58).
Conference paper
Workshops
Unifying IoT and serious game concept to foster collaborative and safe driving
P.K. Paranthaman, G.R Dange, F. Bellotti, R. Berta, A. De Gloria" - ACM CHI 2017: workshop on Designing social IoT, Denver, Colorado, USA — May 06 - 11, 2017. (Position Paper)
Paranthaman, P.K., Dange, G.R., Bellotti, F., Berta, R., De Gloria, A., GE 2016 - The 48th annual meeting of the Italian Association of Electronics Group (GE Association), Brescia, Italy 2016. (Paper Presentation)
F. Bellotti, R. Berta, A. De Gloria, G. Dange, P. Paranthaman and M. Samaritani,GE 2015 - The 47th annual meeting of the Italian Association of Electronics Group (GE Association), Siena, Italy 2015. (Poster presentation)
Participation in Presentations and workshops
Applying Rapid Crowdsourced Playtesting to a Human Computation Game (2021)
Presented the talk on this paper in Foundations in Digital Games - Game Analytics Workshop (Online)
Participated in this conference and attended several talks on Games User Experience and Research
Participated in this one day workshop on assessment and usability analysis of various games
participated in the Applied Game Design and Development workshop at the University of Genova. The workshop gave a practical exposure to various elements of applied game design such as brainstorming ideas, prototype development, iterative testing, and usability. I was part of a three-member team, and we developed a playable prototype of a reality language learning game called as “LANGenie”. The LANGenie game aims to teach the basics of Italian language to international students based on customized scenarios (such as enrolling for a specific course in university, registering for the permit of stay, opening a bank account, etc.,) to manage their initial onboarding. The playable prototype was developed through TWINE software.
LICS - Logic in Computer Science - 2017, Reykjavik, Iceland
Participated in a workshop and conference sessions that lasted for one week in the beautiful city of Reykjavik.
Applications in Electronics Pervading Industry, Environment and Society - 2016, Rome, Italy
presented my research activity on serious gaming architecture for promoting green and safe driving behaviors. I discussed the high-level system architecture of the serious gaming framework involved in the context of the TEAM project.
GALA - Games and Learning Alliance Conference - 2015, Rome, Italy
presented my research activity on the integration of serious games in the transportation sector with further explanations on real-time gamification aspects and instantaneous evaluation modules.
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