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16. CGAMES 2011: Louisville, Kentucky, USA
- Quasim H. Mehdi, Adel Said Elmaghraby, Robert Moreton, Roman V. Yampolskiy, Julia Chariker:
16th International Conference on Computer Games, CGAMES 2011, Louisville, KY, USA, 27-30 July, 2011. IEEE Computer Society 2011, ISBN 978-1-4577-1451-1
Game Applications
- Sharad Sharma, Stephen Otunba, Jingxin Han:
Crowd simulation in emergency aircraft evacuation using Virtual Reality. 12-17 - Manel Boukhris, Abdallah A. Mohamed, Darryl D'Souza, Marc Beck, Najoua Essoukri Ben Amara, Roman V. Yampolskiy:
Artificial human face recognition via Daubechies wavelet transform and SVM. 18-25
Computational Intelligence
- Leif H. Ashby, Roman V. Yampolskiy:
Genetic algorithm and Wisdom of Artificial Crowds algorithm applied to Light up. 27-32 - John R. Sullins:
Multi-agent probabilistic smart terrain. 33-37 - Paul A. Rummell:
Adaptive AI to play tower defense game. 38-40 - Thomas P. Hartley, Quasim H. Mehdi:
In-game tactic adaptation for interactive computer games. 41-49 - Marlos C. Machado, Eduardo P. C. Fantini, Luiz Chaimowicz:
Player modeling: Towards a common taxonomy. 50-57
Emerging Games Platforms, Technologies & Applications
- Azlan Iqbal:
Estimating time to completion: Uncertain processing times in games. 59-62 - Matthew Horsfall, Andreas Oikonomou:
A study of how different game play aspects can affect the popularity of role-playing video games. 63-69 - Yin Xiang, Ng Kian Bee, Roberto Dillon:
Porting and optimizing Music and Emotion Driven Game Engine from PC platform to PS 3 platform. 70-74
Games Development
- Andrew Thorpe, Minhua Ma, Andreas Oikonomou:
History and alternative game input methods. 76-93 - John Snowdon, Andreas Oikonomou:
Creating more entertaining and re-playable games by dynamically introducing and manipulating, static gameplay elements and events. 94-100 - John Snowdon, Andreas Oikonomou:
Games as a new medium for social criticism. 101-106 - Elizabeth A. Matthews, Brian A. Malloy:
Procedural generation of story-driven maps. 107-112
Game Engines
- Ali G. Peker, Tolga Can:
A design goal and design pattern based approach for development of game engines for mobile platforms. 114-120 - John A. Rushing, John Tiller:
Rule learning approaches for symmetric multiplayer games. 121-125 - Dan Hartescu, Andreas Oikonomou:
Gaze tracking as a game input interface. 126-133 - Fatima Jonsson, Harko Verhagen:
Sensing game play. Exploring computer game play in a game café and a mass LAN party. 134-141
Games Simulation, Graphics & Visualisation
- Nsikak E. Bassey, Quasim H. Mehdi, Thomas P. Hartley:
Smart Terrain in Online Tactic Agent decision making process. 143-147 - Noel Mahoney, Andreas Oikonomou, David Wilson:
Stereoscopic 3D in video games: A review of current design practices and challenges. 148-155 - Ramy T. M. Wassef, Awad Khalil:
Increasing game immersion through randomizing game characters' appearance in crowded scenes using inexpensive pixel shader operations. 156-161 - Mike Wakid, Can Kirmizibayrak, James K. Hahn:
Texture mapping volumes using GPU-based polygon-assisted raycasting. 162-166
Serious Games and Games for Research
- Nicholas J. Masso, Lindsay Grace:
Shapemaker: A game-based introduction to programming. 168-171 - Lindsay Grace:
Gamifying archives, a study of docugames as a preservation medium. 172-176 - Alexander Gallego, Nitesh Saxena, Jonathan Voris:
Playful security: A computer game for secure wireless device pairing. 177-184 - Lilian Weng, Rossano Schifanella, Filippo Menczer:
Design of social games for collecting reliable semantic annotations. 185-192 - Bartholomäus Steinmayr, Christoph Wieser, Fabian Kneißl, François Bry:
Karido: A GWAP for telling artworks apart. 193-200 - J. S. S. van 't Woud, Jacobijn Sandberg, Bob J. Wielinga:
The Mars crowdsourcing experiment: Is crowdsourcing in the form of a serious game applicable for annotation in a semantically-rich research domain? 201-208 - Maite Frutos, Itxaso Bustos, Begoña García Zapirain, Amaia Méndez Zorrilla:
Computer game to learn and enhance speech problems for children with autism. 209-216 - Christof van Nimwegen, Herre van Oostendorp, Joost Modderman, Michaël Bas:
A test case for GameDNA: Conceptualizing a serious game to measure personality traits. 217-222 - Zelai Sáez de Urturi, Amaia Méndez Zorrilla, Begoña García Zapirain:
Serious Game based on first aid education for individuals with Autism Spectrum Disorder (ASD) using android mobile devices. 223-227 - Eneko Lopetegui Alba, Begoña García Zapirain, Amaia Méndez Zorrilla:
Tennis computer game with brain control using EEG signals. 228-234 - Adrian Rusu, Robert Russell, Remo Cocco:
Simulating the software engineering interview process using a decision-based serious computer game. 235-239 - Caitlin Kelleher, Simon Tam, Matthew May, Rachel Proffitt, Jack R. Engsberg:
Towards a therapist-centered programming environment for creating rehabilitation games. 240-247 - Justin Clark, Adrian Fletcher, Tom Fritz, Jacob Schreiver:
Modular educational game system: A customizable framework for learning. 248-253 - Roger Ouch, Blake Rouse:
Developing a driving training game on Windows mobile phone using C# and XNA. 254-256 - Nadia Hocine, Abdelkader Gouaïch:
Therapeutic games' difficulty adaptation: An approach based on player's ability and motivation. 257-261 - Jeremy Long, Amy Ashurst Gooch:
Bee prepared: Simulating bee vision in an educational game. 262-269 - Magnus Johansson, Harko Verhagen, Mirjam Palosaari Eladhari:
Model of social believable NPCs for teacher training: Using Second Life. 270-274 - Nuria A. Bartolome, Amaia Méndez Zorrilla, Begoña García Zapirain:
Can game-based therapies be trusted? Is game-based education effective? A systematic review of the Serious Games for health and education. 275-282
Work in Progress
- Ryan C. McDaniel, Roman V. Yampolskiy:
Embedded non-interactive CAPTCHA for Fischer Random Chess. 284-287 - Kevin Kandhai, Michael Smith, Andrea Kanneh:
Immersive driving simulation for driver education and analysis. 288-292 - Elizabeth A. Matthews, Geoffrey B. Matthews:
Procedural generation of Cuban dance motion. 293-297
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