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Full Papers
Long Posters
Short Posters
Doctoral Consortium
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)
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
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
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
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