Current Organizations / Institutes

The organizations/institutes from the scholar's latest article

Previous Organizations / Institutes

The organizations / institutes from the scholar's other articles in the past ten years


Judit Szűcs has a total of 21 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Abstract-Level Reporting Practices and Methodological Composition in 245 Studies Using User-Generated Video Game Reviews

    by Tibor Guzsvinecz, Krisztian Nemeth, Judit Szűcs

    Studies of user-generated video game reviews make sampling decisions that limit how far their findings can be generalized. How often these decisions are reported has not been measured. This abstract-level systematic mapping study screened 868 records from Scopus and Web of Science and coded the 245 eligible studies on eight dimensions from titles, abstracts and author keywords. Agreement with independent manual coding gave a median per-column Cohen’s kappa of 0.92 and a screening kappa of 0.93, and a second coder agreed with the final coding at a median of 0.89. Language scope was absent from 93.1% of abstracts, corpus size from 49.8% and the review platform from 41.2%; only 4.1% reported all three. Platform disclosure improved over time; language disclosure did not. In the 56 accessible full texts of a random sample of 75, nearly all missing platforms and corpus sizes were stated, but language scope remained unstated in 36. Among studies naming a source, 72.2% used Steam. Transformer-based methods rose (odds ratio 1.56 per year, p < 0.001), while dictionary-based sentiment analysis did not decline in absolute use. Syntheses in this area need full-text extraction, review-based findings largely describe one storefront, and language scope is underreported in abstracts and full texts alike.

  • Beyond Fairy Tales: Post-Fairy-Tale Narrative Identity and Therapeutic Ambiguity in FromSoftware's Souls Games

    by Tibor Guzsvinecz, Bendegúz Lajos Kovács, Judit Szűcs, Peter Zoltan Kada, Renata Cserjesi

    Scholarship on FromSoftware's Souls games has read them largely as tests of skill, leaving open how they function as meaning-making narrative systems. This article introduces the post-fairy-tale narrative system as an analytic category: a structure that retains the symbolic apparatus of the fairy tale while withdrawing its guarantee structure, the assurance of moral clarity, closure, and restoration that folklore scholarship treats as the consoling core of the classic Western form. Its conceptual contribution is therapeutic ambiguity, a mode in which confrontation with fear, loss, and uncertainty is sustained without containment, so that meaning shifts from narrative outcome to endurance, repetition, and embodied learning. Examining titles from Demon's Souls (2009) to Elden Ring: Nightreign (2025) as Japanese works rather than against a universal Western template, the article offers a culturally situated, narratologically grounded framework for game studies.

  • Open Access

    Architecture-Aware Static Analysis and Violation Detection of C# Student Submissions

    by Bálint Dominik Orosz, Judit Szücs, Máté Cserép

    Static analysis of student programming submissions has proven a useful supplement to manual evaluation in university courses, but existing approaches focus on local code-quality issues and rarely check higher-level design decisions such as architectural conformance. We propose an architecture-aware static-analysis methodology for student submissions written in C# and structured according to the Model-View (MV) or Model-View-ViewModel (MVVM) architectures. A deterministic clustering algorithm assigns user-defined types to architectural layers by combining heuristic rules derived from SDK conventions with course-specific information, and our 10 proposed violation checks—covering layer-dependency rules, encapsulation, event handling, and dependence on concretions—are evaluated on the recovered layer structure. We implemented the methodology as an open-source analyzer integrated with an automated submission-evaluation system used in a university course focused on event-driven applications, and evaluated it on 947 submissions containing 13,126 user-defined types from past semesters. The analyzer assigned more than 98% of types to their correct layer and surfaced more than 6000 architectural and design issues. The results show that architecture-aware static analysis is a viable complement to manual grading and produces actionable feedback for both students and lecturers.

  • Deep Learning-Based Domain-Specific Object Detection in a 3D Virtual Tour

    by Judit Szűcs, Tibor Gaál, Krisztián Németh, Tibor Guzsvinecz

  • Rip and Tear: Reimagining Power Fantasy Through the Posthuman Aesthetics of the Doom Games

    by Tibor Guzsvinecz, Judit Szűcs

    This article explores the construction of power fantasy and posthuman masculinity in the Doom series, mainly Doom (2016), Doom Eternal (2020), and Doom: The Dark Ages (2025). The study argues that the games construct a uniquely embodied fantasy of resilience through fast-paced violence, rhythm-based gameplay, and minimal narrative framing. Drawing on theories of affect, masculinity, and posthuman embodiment, the article positions the Doom Slayer as a symbolic projection of digitally mediated agency and control. Unlike other hypermasculine avatars, the Slayer is characterized by narrative silence, affective opacity, and rhythmic precision: traits that support an affective loop of empowerment. The analysis reframes Doom not merely as gratuitous violence, but as a meaningful response to contemporary cultural anxieties about control, identity, and survival. Ultimately, the games create a playable allegory of posthuman agency, where the human body is rendered obsolete in favor of mechanized flow, tactical immediacy, and emotional resilience amid collapse.

  • Open Access

    A Bibliometric Analysis of the Trends in UAV Research Using the Bibliometrix R-Tool

    by Tibor Guzsvinecz, Judit Szűcs

    We present a bibliometric analysis of unmanned aerial vehicle (UAV) research that replaces simple keyword filtering with a context-aware, two-tier pipeline. Records from Web of Science and Scopus (198,152 total) were harmonized and de-duplicated in three stages (DOI, normalized title, blockwise Jaro–Winkler), yielding 129,124 unique items. To separate UAV work from entomology using overlapping vocabulary (e.g., swarm), we first applied rule-based weak labels with explicit UAV and insect regex families and a UAV context rule for “swarm,” then trained an elastic-net logistic regression on TF–IDF features and tuned the decision threshold to meet a high-precision target on a held-out split. The final corpus comprises 129,099 UAV records. Beyond lexical inventories, a keyword co-occurrence timeline shows reinforcement learning increasingly aligned with path planning and collision avoidance, while constraints such as energy and communication persist. A co-authorship network reveals bridging authors that connect guidance/control, perception, and communication subfields. The results show how UAV research is organized around central scientific problems and identify persistent obstacles such as energy efficiency, communication reliability, and robust decision-making in dynamic conditions.


  • Open Access

    How Egocentric Distance Estimation Changes in Virtual Environments by Using a Desktop Display or the Gear VR

    by Tibor Guzsvinecz, Judit Szűcs, Erika Perge

    Due to the importance of depth perception in virtual spaces, the combined effects of display devices and human factors on egocentric distance estimation were investigated. We developed a virtual environment that can assess distance estimation skills of users at 10 various distances, starting from 25 cm and ending at 160 cm. Our results show that people are either accurate or overestimate distances on a desktop display, while underestimation occurs with the Gear VR in most cases. Combined with display devices, human factors also had effects on distance estimates. With the Gear VR, 35.73%-57.14% faster estimation times were obtained, and these can also be influenced by human factors and distances.