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Future Play 2008: Toronto, Ontario, Canada
- Bill Kapralos, Michael Katchabaw, Jay Rajnovich:
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, Future Play 2008, Toronto, Ontario, Canada, November 3-5, 2008. ACM 2008, ISBN 978-1-60558-218-4
Artificial intelligence
- Mirjam Palosaari Eladhari, Michael Sellers:
Good moods: outlook, affect and mood in dynemotion and the mind module. 1-8 - Kevin Grant, David Mould:
Combining heuristic and landmark search for path planning. 9-16 - Christine Bailey, Michael Katchabaw:
An emergent framework for realistic psychosocial behaviour in non player characters. 17-24
Educational games, game-based learning
- Clara Fernández-Vara, Philip Tan:
The game studies practicum: applying situated learning to teach professional practices. 25-32 - José P. Zagal:
A framework for games literacy and understanding games. 33-40 - Claire Dormann, Robert Biddle:
Understanding game design for affective learning. 41-48 - Minh Quang Tran, Robert Biddle:
Collaboration in serious game development: a case study. 49-56
Psychology and sociology in games
- Anders Tychsen, Michael Hitchens, Thea Brolund:
Motivations for play in computer role-playing games. 57-64 - Ben Medler, Joe Fitzgerald, Brian Magerko:
Using conflict theory to model complex societal interactions. 65-72 - Anders Tychsen, Alessandro Canossa:
Defining personas in games using metrics. 73-80 - Lennart E. Nacke, Craig A. Lindley:
Flow and immersion in first-person shooters: measuring the player's gameplay experience. 81-88
Games and society
- Monica McGill:
Critical skills for game developers: an analysis of skills sought by industry. 89-96 - Fred Sebastian, Anthony D. Whitehead:
It's all Greek to me: a case for the classics in game development education. 97-104 - Jennifer Jenson, Suzanne de Castell, Nicholas Taylor, Milena Droumeva:
Baroque Baroque revolution: high culture gets game. 105-112 - Anders Tychsen, Jonas Heide Smith:
Game format effects on communication in multi-player games. 113-120
Game design
- David Harel, Itai Segall, Hillel Kugler, Yaki Setty:
Crafting game-models using reactive system design. 121-128 - David Pinelle, Nelson Wong, Tadeusz Stach:
Using genres to customize usability evaluations of video games. 129-136 - Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen, Hannamari Saarenpää:
Designing game idea generation games. 137-144 - Christopher Wolfe, J. David Smith, T. C. Nicholas Graham:
A low-cost infrastructure for tabletop games. 145-151
Graphics, visual techniques, sound in games, and hardware
- M. Mohsin Saleemi, Kristian Nybom, Johan Lilius, Jerker Björkqvist:
Content scheduling in multimedia interactive mobile games. 152-159 - Michael Nitsche:
Experiments in the use of game technology for pre-visualization. 160-165 - Brent Cowan, Bill Kapralos:
Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution. 166-172 - Richard Wetzel, Rod McCall, Anne-Kathrin Braun, Wolfgang Broll:
Guidelines for designing augmented reality games. 173-180
Artificial intelligence
- Michael Kutz, Rainer Herpers:
Urban traffic simulation for games: a general approach for simulation of urban actors. 181-184 - Eike Falk Anderson:
Scripted smarts in an intelligent virtual environment: behaviour definition using a simple entity annotation language. 185-188 - Robert G. Price, Scott D. Goodwin:
Synthesizing neural networks for learning in games. 189-191
Educational games, game-based learning
- Daniel Volk:
How to embed a game engineering course into a computer science curriculum. 192-195 - Vinod Srinivasan, Karen L. Butler-Purry, Susan Pedersen:
Using video games to enhance learning in digital systems. 196-199 - Brian Magerko, Carrie Heeter, Joe Fitzgerald, Ben Medler:
Intelligent adaptation of digital game-based learning. 200-203 - Mike Pattrick, Andrew Hogue, Khalil El-Khatib:
A secure digital asset managment network for game development and education. 204-207
Psychology and sociology in games
- Robert W. A. Rawn, David R. Brodbeck:
Examining the relationship between game type, player disposition and aggression. 208-211
Game design
- Jaroslav Svelch:
What you can't see is what you don't get: paradigms of game world visualization. 212-215 - Alejandro Catalá, Javier Jaén Martínez:
A semantic model for reactive entities to support collaborative game design. 216-219 - Jennifer R. Whitson, Chris Eaket, Brian Greenspan, Minh Quang Tran, Natalie King:
Neo-immersion: awareness and engagement in gameplay. 220-223 - Sonja Maier, Daniel Volk:
Facilitating language-oriented game development by the help of language workbenches. 224-227
Graphics, visual techniques, sound in games, and hardware
- Eike Falk Anderson, Steffen Engel, Peter Comninos, Leigh McLoughlin:
The case for research in game engine architecture. 228-231 - Jia Sing Chen, Andrew Hogue:
Towards 3D model interoperability in games. 232-235 - Jeffrey Yim, Eric Qiu, T. C. Nicholas Graham:
Experience in the design and development of a game based on head-tracking input. 236-239 - Robert J. Teather, Wolfgang Stürzlinger:
Exaggerated head motions for game viewpoint control. 240-243 - Rainer Herpers, Wolfgang Heiden, Michael Kutz, David Scherfgen, Ulrich Hartmann, Jens Bongartz, Oliver Schulzyk:
FIVIS bicycle simulator: an immersive game platform for physical activities. 244-247 - Kevin G. Stanley, David Pinelle, Alan Bandurka, David McDine, Regan L. Mandryk:
Integrating cumulative context into computer games. 248-251
Artificial intelligence
- Michael Janzen, Michael C. Horsch, Eric Neufeld:
Camera selection using SCSPs. 252-253 - Arun Somasekharan:
To grab or not to grab: a viable framework for physically based hand animation in game characters. 254-255 - Yingying She, Peter Grogono:
The procedural planning system used in the agent architecture of games. 256-257
Educational games, game-based learning
- Andrew Milner, Andrew Hogue, Bill Kapralos, John Friedlan:
Interactive accounting simulation environment for accounting education and training. 258-259 - Brent Cowan, Matthew Shelley, Hamed Sabri, Bill Kapralos, Andrew Hogue, Michelle Hogan, Michael R. M. Jenkin, Sandra Goldsworthy, Louise M. Rose, Adam Dubrowski:
Interprofessional care simulator for critical care education. 260-261 - Alain Forget, Sonia Chiasson, Robert Biddle:
Lessons from Brain Age on password memorability. 262-263
Game design
- Victoria McArthur:
World of Warcraft as a ludic cyborg. 264-265 - Victoria McArthur, Tyler M. Pace, Aaron R. Houssian:
Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentation. 266-267
Graphics, visual techniques, sound in games, and hardware
- Michiaki Yasumura, Keita Watanabe, Mark H. Chignell:
Game 2.0 and beyond: an interaction design approach to digital game evolution. 268-269 - Christian Kletsch, Daniel Volk:
Towards an AJAX-based game engine. 270-271 - Stephen Jacobs, Christopher A. Egert:
Kickback: turning game history students into pinball designers. 272-273 - Catherine Leung, Andor Salga, Andrew Smith:
Canvas 3D JS library. 274-275
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