David Pizzi
- Human-Computer Interaction top 5%
- Virtual Reality Applications and Impacts 4
- Gaze Tracking and Assistive Technology 3
- Artificial Intelligence top 10%
- Artificial Intelligence in Games 10
- AI-based Problem Solving and Planning 5
- Speech and dialogue systems 2
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- Human Motion and Animation 7
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- Social Robot Interaction and HRI 3
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- Digital Games and Media 2
- Co-authors
- Marc CavazzaFred CharlesJean-Luc LugrinElisabeth AndréThurid VogtNikolaus BeeJulie PorteousJohannes Wagner
- Journals
- Cyberpsychology Behavior and Social Networking (1 paper)IEEE Transactions on Computational Intelligence and AI in Games (1 paper)PRESENCE Virtual and Augmented Reality (1 paper)
- Partner nations
- United KingdomGermanyUnited States
In The Last Decade
David Pizzi
15 papers receiving 226 citations
Peers
Comparison fields: 5 of 50
- Human-Computer Interaction 61
- Artificial Intelligence 124
- Computer Vision and Pattern Recognition 66
- Developmental and Educational Psychology 29
- Experimental and Cognitive Psychology 28
Countries citing papers authored by David Pizzi
This map shows the geographic impact of David Pizzi's research. It shows the number of citations coming from papers published by authors working in each country. You can also color the map by specialization and compare the number of citations received by David Pizzi with the expected number of citations based on a country's size and research output (numbers larger than one mean the country cites David Pizzi more than expected).
Fields of papers citing papers by David Pizzi
This network shows the impact of papers produced by David Pizzi. Nodes represent research fields, and links connect fields that are likely to share authors. Colored nodes show fields that tend to cite the papers produced by David Pizzi. The network helps show where David Pizzi may publish in the future.
Co-authorship network
The 20 scholars most cited alongside David Pizzi, linked wherever they have co-authored with each other. Click a name or a connecting line to browse the papers they share.
All Works
| # | Work | ||
|---|---|---|---|
| 1 | 2019 | 0 | |
| 2 | 2014 | 12 | |
| 3 | 2012 | 3 | |
| 4 | 2012 | 5 | |
| 5 | 2011 | 13 | |
| 6 | 2010 | 20 | |
| 7 | 2010 | 16 | |
| 8 | Gaze behavior during interaction with a virtual character in interactive storytelling | 2010 | 3 |
| 9 | 2010 | 15 | |
| 10 | 2010 | 6 | |
| 11 | 2009 | 52 | |
| 12 | EmoEmma: emotional speech input for interactive storytelling | 2009 | 5 |
| 13 | 2008 | 9 | |
| 14 | Affective storytelling based on characters' feelings | 2007 | 14 |
| 15 | 2007 | 53 | |
| 16 | 2007 | 8 |
About David Pizzi
David Pizzi is a scholar working on Human-Computer Interaction, Artificial Intelligence, Control and Systems Engineering, Computer Vision and Pattern Recognition and Developmental and Educational Psychology, having authored 16 papers that have together received 234 indexed citations. Recurring topics across this work include Artificial Intelligence in Games (10 papers), Human Motion and Animation (7 papers), AI-based Problem Solving and Planning (5 papers), Virtual Reality Applications and Impacts (4 papers), Gaze Tracking and Assistive Technology (3 papers), Social Robot Interaction and HRI (3 papers), Speech and dialogue systems (2 papers) and Digital Games and Media (2 papers). The work is most often cited by research in Human-Computer Interaction (61 citations), Artificial Intelligence (124 citations), Computer Vision and Pattern Recognition (66 citations), Developmental and Educational Psychology (29 citations) and Experimental and Cognitive Psychology (28 citations). David Pizzi has collaborated with scholars based in United Kingdom, Germany and United States. Frequent co-authors include Marc Cavazza, Fred Charles, Jean-Luc Lugrin, Elisabeth André, Thurid Vogt, Nikolaus Bee, Julie Porteous, Johannes Wagner, Sid Kouider and Luciano Gamberini. Their work appears in journals such as Cyberpsychology Behavior and Social Networking, IEEE Transactions on Computational Intelligence and AI in Games, PRESENCE Virtual and Augmented Reality, Adaptive Agents and Multi-Agents Systems and Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
Rankless uses publication and citation data sourced from OpenAlex, an open and comprehensive bibliographic database. While OpenAlex provides broad and valuable coverage of the global research landscape, it—like all bibliographic datasets—has inherent limitations. These include incomplete records, variations in author disambiguation, differences in journal indexing, and delays in data updates. As a result, some metrics and network relationships displayed in Rankless may not fully capture the entirety of a scholar's output or impact.