logo for Foundations of Digital Games (FDG 2009)

Accepted Papers

Full Papers
Long Posters
Short Posters
Doctoral Consortium

Full Papers

Evan Barba, Yan Xu, Blair MacIntyre and Tony Tseng. Lessons from a Class on Handheld Augmented Reality Game Design

Ben van Basten and Arjan Egges. Evaluating distance metrics for animation blending

Jessica Bayliss and David Schwartz. Instructional Design as Game Design

Jared Bott, James Crowley and Joseph LaViola. Exploring 3D Gestural Interfaces for Music Creation in Video Games

Liselott Brunnberg and Oskar Juhlin. Games for passengers – Accounting for motion in location based applications

Giliam de Carpentier and Rafael Bidarra. Interactive GPU-based procedural heightfield brushes

Mark Claypool. Motion and Scene Complexity for Streaming Video Games

Mark Claypool and Kajal Claypool. Perspectives, Frame Rates and Resolution: It's all in the Game

Mark Claypool, Paolo Piselli and James Doyle. elating Cognitive Models of Computer Games to User Evaluations of Entertainment

Mia Consalvo. Hardcore casual: Game culture return(s) to Ravenhearst

Michael Eagle and Tiffany Barnes. Evaluation of a Game-based Lab Assignment

Anthony Estey, Amy Gooch and Bruce Gooch. Addressing Industry Issues in a Multi-Disciplinary Course on Game Design

Frederick W. P. Heckel, G. Michael Youngblood and D. Hunter Hale. Influence Points for Tactical Information in Navigation Meshes

Jason Holdsworth and Carrie Lui. GPS-enabled Mobiles for learning Shortest Paths

Ian Horswill. Very Fast Action Selection for Parameterized Behaviors

Kenneth Hullett and Michael Mateas. Scenario Generation For Emergency Rescue Training Games

Jesper Juul and Marleigh Norton. Easy to Use and Incredibly Difficult: On the Mythical Border between Interface and Gameplay

Ioannis Karamouzas, Roland Geraerts and Mark Overmars. Indicative Routes for Path Planning and Crowd Simulation

Joe Linhoff and Amber Settle. Motivating and Evaluating Game Development Capstone Projects

Monica McGill. Defining the Expectation Gap: A Comparison of Industry Needs and Existing Game Developer Curriculum

Mark Nelson and Michael Mateas. A Requirements Analysis for Videogame Design Support Tools

Yolanda Rankin, Deidra Morrison, McKenzie McNeal, Bruce Gooch and Marcus Shute. Time Will Tell: In-Game Social Interactions That Facilitate Second Language Acquisition

Frank Shipman. Blending the Real and Virtual in Games: The Model of Fantasy Sports

Gillian Smith, Mike Treanor, Jim Whitehead and Michael Mateas. Rhythm-Based Level Generation for 2D Platformers

Christina Strong, Michael Mateas and Dave Grossman. Generative Conversation Tool for Game Writers David Olsen and Michael Mateas. Beep! Beep! Boom!: Towards a Planning Model of Coyote and Road Runner Cartoons

Chris Swain. Improving Academic-Industry Collaboration for Game Research and Education

Linda Werner, Jill Denner, Michelle Bliesner and Pat Rex. Can middle schoolers use Storytelling Alice to make games? Results of a pilot study

Jose Zagal, Amanda Ladd and Terris Johnson. Characterizing and Understanding Game Reviews

Joseph Zupko and Magy Seif El-Nasr. System for Interactive Automated Lighting (SAIL)

Long Posters

Luis Briceno, H. J. Siegel and Anthony A. Maciejewski. Robust Resource Allocation in a Massive Multiplayer Online Gaming Environment

Quincy Brown, Frank Lee and Suzanne Alejandre. Emphasizing Soft Skills and Team Development In an Educational Digital Game Design Course

Rehman Butt and Stefan Johansson. Where Do We Go Now?

Dustin Chertoff, Ross Byers and Joseph LaViola Jr.. An Exploration of Menu Techniques using a 3D Game Input Device

Paolo Ciancarini and Gian Piero Favini. Plagiarism detection in game-playing software

Betsy DiSalvo and Amy Bruckman. Questioning Video Games’ Influence on CS Interest

Shannon Duvall. Creating a Games Class: A Walkthrough

David Gibson and Susan Grasso. Online recruitment and engagement of students in game and simulation-based STEM learning

Stephen Howell and Tony Veale. Designing Serious Games with Linguistic Resources

Eva Hudlicka. Affective Game Engines: Motivation and Requirements

Jörg Kienzle, Clark Verbrugge, Bettina Kemme, Alexandre Denault and Michael Hawker. Mammoth: A Massively Multiplayer Game Research Framework

Mark van Langeveld and Robert Kessler. Educational Impact of Digital Visualization and Auditing ToolsOn a Digital Character Production Course

Short Posters

Sanjeev S Chandran, Harikrishna Narasimhan and Pramala Senthil. Evolving Player-Specific Content for Level Based Arcade Games

Arnav Jhala and R. Michael Young. Evaluation of Intelligent Camera Control Systems Based on Cognitive Models of Comprehension

Jim Thomas and R. Michael Young. A Domain-Independent Framework to Automate Scaffolding of Task-Based Learning in Digital Games

Baylor Wetzel, Steve Jensen and Maria Gini. Predicting Opponent Resource Allocations When Qualitative and Contextual Information is Not Available

Accepted Doctoral Consortium Proposals

Anne Sullivan, Gender-Inclusive Quest Design in Massively Multiplayer Online Role-Playing Games

Margaret Greene, Waging Wars in Wangba: Political Policy and Social Practice in Chinese MMO Culture

Florian Mueller, Exertion in Networked Games

James Skorupski, Storyboard Authoring of Plan-based Interactive Dramas

Christina Strong, Automatic Dialogue Generation

Celso de Melo, Creative Expression of Emotions in Virtual Humans

Monica McGill, Impact of Game Learning on Standardized Test Scores for High School Students Playing Science Games

Michael Eagle, Level Up: A Frame work for the Design and Evaluation of Educational Games