- Research works
- 98 ▼ 30% vs 2013–17
- Citations
- 2k 20.4 per fractional work
- Top-10% rate
- 9.2% record average 16.5%
- Open access
- 23% world 28%
Not ranked overall: Electronic Arts (Canada) is under the volume floor below which an excellence rate is noise. Not ranked is not the same as ranked last.
Field profile
Location quotient across every field it publishes in: outside the ring is more than an institution of this size would be expected to publish, inside it is less.
Rings at 0.5×, 1× and 2×. Widest outward: Business, Management and Accounting, 2.9×. Every wedge is a field page.
- Business, Management and Accounting 2.9×
- Computer Science 2.5×
- Health Professions 2.5×
- Arts and Humanities 1.9×
- Psychology 1.7×
- Earth and Planetary Sciences 1.4×
- Agricultural and Biological Sciences 1.4×
- Pharmacology, Toxicology and Pharmaceutics 1.3×
- Social Sciences 1.0×
- Biochemistry, Genetics and Molecular Biology 1.0×
- Engineering 1.0×
- Neuroscience 0.9×
- Economics, Econometrics and Finance 0.4×
- Environmental Science 0.4×
- Medicine 0.3×
- Chemistry 0.3×
- Materials Science 0.0×
Who are the top researchers at Electronic Arts (Canada)?
Ranked on the composite score, Francisco V. Cipolla Ficarra lead among researchers whose main affiliation is Electronic Arts (Canada).
- 1 Francisco V. Cipolla Ficarra Canada · #386,574 worldwide 13 citations · 34 works
Which keywords describe research at Electronic Arts (Canada)?
By fractional works in all years, weighted toward what it does more of than the world: Deep Learning, Social Interaction, Simulation, Visualization, Stereotypes, Online Gaming, Video Games and Computer Graphics.
- User Experience
- Gamification
- Usability
- Labor Market
- Stereo Vision
- High-Performance Computing
- Learning Outcomes
- Video Summarization
- Interactive Television
- Unsupervised Learning
- Procedural Content Generation
- Labor Conditions
- User Interaction
- Motion Synthesis
- 3D Reconstruction
- Virtual Reality
- Computer Graphics
- Online Gaming
- Visualization
- Social Interaction
- Deep Learning
- Simulation
- Stereotypes
- Video Games
- Rendering
- Convolutional Networks
- Character Animation
- Point Clouds
- Garment Industry
- Monte Carlo Tree Search
- Technology
- Content-Based Retrieval
- Social TV
- Distributed Systems
- Depth Estimation
- Human-Computer Interaction
- Fluid-Structure Interaction
- Motivation
- Game-Based Learning
- User-Centered Design
Size is fractional works in all years in the topics tagged with each word; colour is the word's share of this institution's work against its share of the world's. The 40 words are chosen for being large and distinctive. Each links to the topic it comes from most.
All 40 words, with their numbers
- Deep Learning11▲ 5.4×16 topics
- Social Interaction7▲ 25×3 topics
- Simulation6▲ 19×3 topics
- Visualization6▲ 106×2 topics
- Stereotypes6▲ 77×2 topics
- Online Gaming6▲ 178×1 topic
- Video Games6▲ 112×1 topic
- Computer Graphics6▲ 174×1 topic
- Rendering6▲ 174×1 topic
- Virtual Reality5▲ 13×5 topics
- Convolutional Networks3▲ 30×3 topics
- 3D Reconstruction3▲ 52×1 topic
- Character Animation3▲ 283×1 topic
- Motion Synthesis3▲ 283×1 topic
- Point Clouds3▲ 52×1 topic
- User Interaction3▲ 66×2 topics
- Garment Industry3▲ 683×1 topic
- Labor Conditions3▲ 87×1 topic
- Monte Carlo Tree Search3▲ 214×1 topic
- Procedural Content Generation3▲ 214×1 topic
- Technology3▲ 6.2×7 topics
- Unsupervised Learning3▲ 27×2 topics
- Content-Based Retrieval2▲ 93×1 topic
- Interactive Television2▲ 94×1 topic
- Social TV2▲ 94×1 topic
- Video Summarization2▲ 93×1 topic
- Distributed Systems2▲ 9.4×4 topics
- Learning Outcomes2▲ 9.8×2 topics
- Depth Estimation2▲ 23×1 topic
- High-Performance Computing2▲ 15×2 topics
- Human-Computer Interaction2▲ 16×5 topics
- Stereo Vision2▲ 36×1 topic
- Fluid-Structure Interaction2▲ 9.6×2 topics
- Labor Market2▲ 6.8×3 topics
- Motivation2▲ 6.0×2 topics
- Usability2▲ 33×2 topics
- Game-Based Learning2▲ 52×1 topic
- Gamification2▲ 24×1 topic
- User-Centered Design2▲ 45×2 topics
- User Experience2▲ 27×2 topics
Which research topics does Electronic Arts (Canada) publish most on?
By volume in 2022–2025: Human Motion and Animation, Human Pose and Action Recognition, 3D Shape Modeling and Analysis and Sharing Economy and Platforms.
Area is fractional works; colour is the subfield each topic belongs to.
- 1 Human Motion and Animation Control and Systems Engineering 1 works
- 2 Human Pose and Action Recognition Computer Vision and Pattern Recognition 0 works
- 3 3D Shape Modeling and Analysis Computational Mechanics 0 works
- 4 Sharing Economy and Platforms Marketing 0 works
- 5 Natural Language Processing Techniques Artificial Intelligence 0 works
- 6 FinTech, Crowdfunding, Digital Finance Management Information Systems 0 works
- 7 Participatory Visual Research Methods Sociology and Political Science 0 works
- 8 Hermeneutics and Narrative Identity Philosophy 0 works
- 9 Biochemical and biochemical processes Biotechnology 0 works
- 10 Aging, Elder Care, and Social Issues General Health Professions 0 works
How open and international is its research?
Against the world’s own shares — the tick on each track. Both are shares of its output, so they sit on one scale and can be read against each other as well as against the world.
World: 28% of research is openly available.
World: 19% is written across borders.
How has Electronic Arts (Canada)'s research output changed?
Output in 2018–2022 was 30% lower than in 2013–2017.
The same series as a ribbon — one cell per year, darker for more. The line above answers how much; this answers when.
Other research institutions in Burnaby
- Simon Fraser University
- British Columbia Institute of Technology
- Burnaby Hospital
- Microsemi (Canada)
- Alpha Technologies (Canada)
- Delta-Q Technologies (Canada)
- Ballard Power Systems (Canada)
- D-Wave Systems (Canada)
Research measures only: rankings here say nothing about teaching, admissions or student experience. Comparable institutions and collaboration partners are in the interactive view on the map.