Publications

Updated on 2022-02-11

Published (Total)

Journals

Conference Proceedings

Others

Under Submission

Pujana Paliyawan

received his D.Eng. from the Graduate School of Information Science and Engineering, Ritsumeikan University, Japan. His research interests include AI, HCI, and health monitoring systems.

Sites

Journals

As the first author

  1. 2015, Pujana Paliyawan. Stock market direction prediction using data mining classification. International Conference on Advancement in Computer Science and IT (ADVCIT2014), and later on ARPN Journal of Engineering and Applied Sciences, 10:3, 2015.
  2. 2017, Pujana Paliyawan and Ruck Thawonmas. UKI: universal Kinect-type controller by ice lab. Software: Practice and Experience, 47(10):1343– 1363.
  3. 2018, Pujana Paliyawan, Worawat Choensawat, and Ruck Thawonmas. Mossar: motion segmentation by using splitting and remerging strategies. Multimedia Tools and Applications, 77(21):27761–27788.
  4. 2018, Pujana Paliyawan, Takahiro Kusano, and Ruck Thawonmas. Motion recommender for preventing injuries during motion gaming. IEEE Access, 7:7977–7988.
  5. 健康促進のためのプレイヤー適応型モーションゲーミングAI (Player-adaptive Motion Gaming AI for Health Promotion),” Game Programming Workshop 2019 (GPW2019). (accepted)
As a co-author
  1. 2019, Camille El-Habr, Xavier Garcia, Pujana Paliyawan, and Ruck Thawonmas. Runner: A 2D platform game for physical health promotion. SoftwareX, 10:100329.
  2. 2022, Zhenao Wei, Pujana Paliyawan, and Ruck Thawonmas. A card game for collecting human-perceived similarity data of artwork images. IEEE Access.
  3. 健康促進のためのプレイヤー適応型モーションゲーミングAI (Player-adaptive Motion Gaming AI for Health Promotion),” Game Programming Workshop 2019 (GPW2019). (accepted)

Conference proceedings – Workshops

As the first author

  1. 2014, Pujana Paliyawan, Chakarida Nukoolkit, and Pornchai Mongkolnam. Prolonged sitting detection for office workers syndrome prevention using kinect. In 2014 11th International Conference on Electrical Engineering/ Electronics, Computer, Telecommunications and Information Technology (ECTI-CON), pages 1–6. IEEE.
  2. 2014, Pujana Paliyawan, Chakarida Nukoolkit, and Pornchai Mongkolnam. Office workers syndrome monitoring using Kinect. In The 20th Asia- Pacific Conference on Communication (APCC2014), pages 58–63. IEEE.
  3. 2015, Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, and Ruck Thawonmas. Body motion design and analysis for fighting game interface. In 2015 IEEE Conference on Computational Intelligence and Games (CIG), pages 360–367. IEEE.
  4. Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, and Ruck Thawonmas. Towards universal kinect interface for fighting games. In 2015 IEEE 4th Global Conference on Consumer Electronics (GCCE), pages 332–333. IEEE, 2015.
  5. 2016, Pujana Paliyawan and Ruek Thawonmas. Towards ergonomic exergaming. In 2016 IEEE 5th Global Conference on Consumer Electronics, pages 1–2. IEEE.
  6. 2017, Pujana Paliyawan, Takahiro Kusano, Yuto Nakagawa, Tomohiro Harada, and Ruck Thawonmas. Adaptive motion gaming AI for health promotion. In 2017 AAAI Spring Symposium Series, Stanford University, California USA, March 27-29, pp. 1-6.
  7. 2020, Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, and Ruck Thawonmas. Towards social facilitation in audience participation games: Fighting game ais whose strength depends on audience responses. In 2020 IEEE Conference on Games (CoG), pages 686–689. IEEE.

As a co-author

  1. 2015, Makoto Ishihara, Taichi Miyazaki, Pujana Paliyawan, Chun Yin Chu, Tomohiro Harada, and Ruck Thawonmas. Investigating Kinect-based fighting game ais that encourage their players to use various skills. In 2015 IEEE 4th Global Conference on Consumer Electronics (GCCE), pages 334–335. IEEE.
  2. 2016, Carlos A Torres Fernandez, Pujana Paliyawan, Chu Chun Yin, and Ruck Thawonmas. Piano learning application with feedback provided by an ar virtual character. In 2016 IEEE 5th Global Conference on Consumer Electronics, pages 1–2. IEEE.
  3. 2016, Kingkarn Sookhanaphibarn, Worawat Choensawat, Pujana Paliyawan, and Ruck Thawonmas. Virtual reality system for fire evacuation training in a 3d virtual world. In 2016 IEEE 5th Global Conference on Consumer Electronics, pages 1–2. IEEE.
  4. Motion gaming AI (motion gaming AI for health promotion (japanese).
  5. 2017, Takahiro Kusano, Pujana Paliyawan, Tomohiro Harada, and Ruck Thawonmas. Analysis of relationship between the player’s behavior change and the effectiveness of a health promotion AI. In 2017 Nicograph International (NicoInt), pages 92–92. IEEE.
  6. 2017, Takahiro Kusano, Pujana Paliyawan, Tomohiro Harada, and Ruck Thawonmas. Towards adaptive motion gaming AI with player’s behavior modeling for health promotion. In 2017 IEEE 6th Global Conference on Consumer Electronics (GCCE), pages 1–2. IEEE.
  7. 2017, Jorge Arturo Morán Bravo, Pujana Paliyawan, Tomohiro Harada, and Ruck Thawonmas. Intelligent assistant for providing instructions and recommending motions during full-body motion gaming. In 2017 IEEE 6th Global Conference on Consumer Electronics (GCCE), pages 1–2. IEEE.
  8. 2018, Yunshi Liu, Pujana Paliyawan, Takahiro Kusano, Tomohiro Harada, and Ruck Thawonmas. A personalized method for calorie consumption assessment. AAAI 2018 Spring Symposium on Beyond Machine Intelligence: Understanding Cognitive Bias and Humanity for Well-Being, Stanford University, California USA, Mar. 26-28, pp. 247-252.
  9. 2018, Changeun Yang, Yuxuan Jiang, Pujana Paliyawan, Tomohiro Harada, and Ruck Thawonmas. Smile with angry birds: Two smile-interface implementations. In 2018 Nicograph International (NicoInt), pages 80– 80. IEEE, 2018.
  10. 2018, Yuxuan Jiang, Pujana Paliyawan, Tomohiro Harada, and Ruck Thawonmas. An audience participation angry birds platform for social well-being. In the 19th annual European GAME-ON Conference on Simulation and AI in Computer Games (GAMEON’2018). September, pages 18–20, 2018.
  11. 2018, Jingdi Xu, Changeun Yang, Yuuki Okido, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. An angry birds-like game system for promoting players’ emotion. In 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE), pages 159–160. IEEE, 2018.
  12. 2018, Changeun Yang, Pujana Paliyawan, Tomohiro Harada, and Ruck Thawonmas. Blow up depression with in-game TNTs. In 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE), pages 820–821. IEEE, 2018.
  13. 2019, Changeun Yang, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. TGIF!: Selecting the most healing TNT by optical flow. In AAAI Spring Symposium: Interpretable AI for Well-being, 2019.
  14. 2019, Ngoc Cuong Nguyen, Zhenao Wei, Pujana Paliyawan, Hai V Pham, Ruck Thawonmas, and Tomohiro Harada. Using GWAP to generate informative descriptions for artwork images on a live streaming platform. In 2019 IEEE International Conference on Consumer Electronics-Asia (ICCEAsia), pages 43–44. IEEE.
  15. 2019, Febri Abdullah, Changeun Yang, Pujana Paliyawan, Ruck Thawonmas, Tomohiro Harada, and Fitra A Bachtiar. Promoting emotions with angry birds-like gameplay on rube goldberg machine levels. In 2019 IEEE International Conference on Consumer Electronics-Asia (ICCE-Asia), pages 149–150. IEEE.
  16. 2019, Wenwen Ouyang, Ruoyu Gao, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. Sleepy style music through variational autoencoder. The 7th International Conference on Serious Games and Applications for Health (IEEE SeGAH 2019).
  17. 2019, Febri Abdullah, Changeun Yang, Pujana Paliyawan, Ruck Thawonmas, Tomohiro Harada, and Fitra A Bachtiar. Effect of angry birds-like live streaming on working memory. In 2019 SEGAH.
  18. 2019, Jingdi Xu, Yuuki Okido, Sunee Sae-Lao, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. Promoting emotional well-being with angry-birds-like gameplay on pixel image levels. In 2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH), pages 1–4. IEEE.
  19. 2019, Ngoc Cuong Nguyen, Pujana Paliyawan, Ruck Thawonmas, Hai V Pham, Harada Tomohiro, Keiko Suzuki, and Masaaki Kidachi. Potentials of games with a purpose and audience participation games for descriptive data collection in humanities research. In Japanese Association for Digital Humanities Conference, pages 104–106.
  20. 2019, Zhenao Wei, Yuntian Ma, Shizhe Wang, Nogc Cuong Nguyen, Pujana Paliyawan, Ruck Thawonmas, Tomohiro Harada, Keiko Suzuki, and Masaaki Kidachi. Establishment of an ukiyo-e similarity database by a game with a purpose. In Proc. of Japanese Association for Digital Humanities Conference, volume 2019, pages 55–58.
  21. 2019, Takahiro Kusano, Yunshi Liu, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. Motion gaming AI using time series forecasting and dynamic difficulty adjustment. In 2019 IEEE Conference on Games (CoG), pages 1–6. IEEE.
  22. 2019, Febri Abdullah, Pujana Paliyawan, Ruck Thawonmas, Tomohiro Harada, and Fitra A Bachtiar. An angry birds level generator with rube goldberg machine mechanisms. In 2019 IEEE Conference on Games (CoG), pages 1–8. IEEE.
  23. 2019, Sunee Sae-Lao, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. Enhance physical and mental well-being of game players in an endless running game. In 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE), pages 945–946. IEEE.
  24. 2020, Zhou Fang, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. Towards an angry-birds-like game system for promoting mental wellbeing of players using art-therapy-embedded procedural content generation. In 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE), pages 947–948. IEEE.
  25. 2020, Junjie Xu, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. Player dominance adjustment: Promoting self-efficacy and experience of game players by adjusting dominant power. In 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE), pages 487–488. IEEE.
  26. 2020, Anatole Martin, Jean Farines, Pujana Paliyawan, and Ruck Thawonmas. Dancing ICE: A rhythm game to control the amount of movement through pre-recorded healthy moves. In Motion, Interaction and Games (MIG2020).
  27. 2020, Yunshi Liu, Febri Abdullah, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. Improving brain memory through gaming using hand clenching and spreading. In Motion, Interaction and Games (MIG2020).
  28. 2020, Junjie Xu, Pujana Paliyawan, Yiming Zhang, Ruck Thawonmas, and Tomohiro Harada. Player dominance adjustment motion gaming AI for health promotion. In Motion, Interaction and Games (MIG2020).
  29. Junjie Xu, Tatsuki Toma, Zhou Fang, Pujana Paliyawan, Thawonmas Ruck and Tomohiro Harada, 健康促進のためのプレイヤー適応型モーションゲーミングAI (Player-adaptive Motion Gaming AI for Health Promotion),” Game Programming Workshop 2019 (GPW2019).
  30. 2020, Nowshin Faiza Alam, Pujana Paliyawan, and Ruck Thawonmas. Towards musical game therapy: A survey on music therapy and games for health promotion. In IICST, pages 7–11.
  31. 2020, Nowshin Faiza Alam, Albertus Agung, Febri Abdullah, Pujana Paliyawan, and Ruck Thawonmas. Singing with an angry-birds-like game. In 2020 IEEE Conference on Games (CoG), pages 772–773. IEEE.
  32. 2020, Thanat Jumneanbun, Sunee Sae-Lao, Pujana Paliyawan, Ruck Thawonmas, Kingkarn Sookhanaphibarn, and Worawat Choensawat. Rap-style comment generation to entertain game live streaming. In 2020 IEEE Conference on Games (CoG), pages 706–707. IEEE.
  33. 2020, Sunee Sae-Lao, Thanat Jumneanbun, Pujana Paliyawan, and Ruck Thawonmas. Encourage players to smile while playing games bring more enjoyment. In 2020 IEEE Conference on Games (CoG), pages 690–693. IEEE.
  34. 2020, Febri Abdullah, Pujana Paliyawan, Ruck Thawonmas, and Fitra A Bachtiar. Generating angry birds-like levels with domino effects using constrained novelty search. In 2020 IEEE Conference on Games (CoG), pages 698–701. IEEE.
  35. 2020, Ngoc Cuong Nguyen, Ruck Thawonmas, Pujana Paliyawan, and Hai V Pham. JUSTIN: An audience participation game with a purpose for collecting descriptions for artwork images. In 2020 IEEE Conference on Games (CoG), pages 344–350. IEEE.
  36. 2020, Mury F Dewantoro, Febri Abdullah, Pujana Paliyawan, Ruck Thawonmas, and Fitra A Bachtiar. Enhancement of angry birds level generation from sketches using cycle-consistent adversarial networks. In 2020 IEEE 9th Global Conference on Consumer Electronics (GCCE), pages 564– 565. IEEE.
  37. 2020, Hao Jia, Ruck Thawonmas, and Pujana Paliyawan. An aerial cinematographer AI for settlements in minecraft–toward their crowd assessment. In 2021 IEEE 10th Global Conference on Consumer Electronics (GCCE), pages 853–854. IEEE.
  38. 2020, Jaturawit Chaiwong, Pujana Paliyawan, Ruck Thawonmas, Kingkarn Sookhanaphibarn, and Worawat Choensawat. A maze game with singing interface to fight dementia. In 2021 IEEE 10th Global Conference on Consumer Electronics (GCCE), pages 847–848. IEEE.
  39. 2020, Yiming Zhang, Albertus Agung, Pujana Paliyawan, and Ruck Thawonmas. An audience participation game with difficulty adjustment and rap-style commentary based on audience inputs. In 2021 IEEE 10th Global Conference on Consumer Electronics (GCCE), pages 845–846. IEEE.
  40. 2020, Roman Savchyn, Pujana Paliyawan, and Ruck Thawonmas. Cuteness in JUSTIN: Adding a virtual moderator for entertaining user in an audience participation game for collecting artwork description data. In 2021 IEEE 10th Global Conference on Consumer Electronics (GCCE), pages 843– 844. IEEE.
  41. 2020, Tannop Sangvanloy, Pujana Paliyawan, Ruck Thawonmas, Kingkarn Sookhanaphibarn, and Worawat Choensawat. Toward a PCG-driven 3d game for preclinical detection of dementia. In 2021 IEEE 10th Global Conference on Consumer Electronics (GCCE), pages 711–712. IEEE.

Domestic Technical Reports

  1. 2017, Yunshi Liu, Takahiro Kusano, Pujana Paliyawan, Tomohiro Harada and Ruck Thawonmas. Calorie Consumption Assessment by using Image-processing-based Method for Exerciser and Motion Gamers. ゲーム学会第16回全国大会論文集, pp. 37-38. 2017年11月3日.
  2. 2018, 問馬 樹, 井上 千里, PALIYAWAN Pujana, 草野 貴宏,Yunshi Liu, THAWONMAS Ruck, 原田 智広. モーションゲームのためのユニバーサルスケルトン構築. 平成30年度情報処理学会関西支部大会講演論文集(電子ファイル), G-113, 大阪,2018年9月30日.

Papers are available on ResearchGate