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Publication search results
found 65 matches
- 2011
- Dhanyu Amarasinghe, Ian Parberry:
Towards fast, believable real-time rendering of burning objects in video games. FDG 2011: 256-258 - Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic:
On the harmfulness of secondary game objectives. FDG 2011: 30-37 - Martin Ashton, Clark Verbrugge:
Measuring cooperative gameplay pacing in World of Warcraft. FDG 2011: 77-83 - Byung-Chull Bae, Yun-Gyung Cheong, Robert Michael Young:
Toward a computational model of focalization in narrative. FDG 2011: 313-315 - Acey Kreisler Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes:
BeadLoom Game: adding competitive, user generated, and social features to increase motivation. FDG 2011: 139-146 - Johannes Breuer:
(In)formative play: the effects of digital games on creativity and problem-solving skills. FDG 2011: 241-243 - Alessandro Canossa, Anders Drachen, Janus Rau Møller Sørensen:
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration. FDG 2011: 61-68 - Rogelio Cardona-Rivera:
Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative. FDG 2011: 250-252 - Salman Cheema, Joseph J. LaViola Jr.:
Wizard of Wii: toward understanding player experience in first person games with 3D gestures. FDG 2011: 265-267 - Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon Ingram, Ana Paiva, Georgios N. Yannakakis:
A computational approach towards conflict resolution for serious games. FDG 2011: 15-22 - Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo:
Beachcomber: a game for the visually impaired. FDG 2011: 289-292 - Mia Consalvo:
Using your friends: social mechanics in social games. FDG 2011: 188-195 - Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lü, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players:
Analysis of social gameplay macros in the Foldit cookbook. FDG 2011: 9-14 - Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway:
On creating a native real-time-strategy game user interface for multi-touch devices. FDG 2011: 283-285 - Thomas Debeauvais, Bonnie A. Nardi, Diane J. Schiano, Nicolas Ducheneaut, Nicholas Yee:
If you build it they might stay: retention mechanisms in World of Warcraft. FDG 2011: 180-187 - Neesha Desai, Duane Szafron:
Descriptions: a viable choice for video game authors. FDG 2011: 268-270 - Mike Dominguez, R. Michael Young, Stephen Roller:
Automatic identification and generation of highlight cinematics for 3D games. FDG 2011: 259-261 - Anders Drachen, Kevin Bauer, Robert W. D. Veitch:
Only the good... get pirated: game piracy activity vs. metacritic score. FDG 2011: 292-294 - Clara Fernández-Vara:
From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games. FDG 2011: 131-138 - Eelke Folmer, Fangzhou Liu, Barrie Ellis:
Navigating a 3D avatar using a single switch. FDG 2011: 154-160 - Allan Fowler, Brian Cusack:
Kodu game lab: improving the motivation for learning programming concepts. FDG 2011: 238-240 - Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin:
Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics. FDG 2011: 227-234 - Alexander Ivan Games, Luke Kane:
Exploring adolescent's STEM learning through scaffolded game design. FDG 2011: 1-8 - Kathrin Maria Gerling:
Human factors in entertainment computing: designing for diversity. FDG 2011: 244-246 - Dominic Gurto, Malcolm Ryan, Alan Blair:
Crafty dynamic vendor pricing in computer role-playing games. FDG 2011: 286-288 - D. Hunter Hale, G. Michael Youngblood:
Using navigation meshes for collision detection. FDG 2011: 316-318 - Robert J. Hall:
A point-and-shoot weapon design for outdoor multi-player smartphone games. FDG 2011: 53-60 - Brent E. Harrison, David L. Roberts:
Using sequential observations to model and predict player behavior. FDG 2011: 91-98 - Chelsea Hash, Katherine Isbister:
Reactive animation and gameplay experience. FDG 2011: 328-330 - Katherine Isbister, Rahul Rao, Ulf Schwekendiek, Elizabeth O. Hayward, Jessamyn Lidasan:
Is more movement better?: a controlled comparison of movement-based games. FDG 2011: 331-333
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retrieved on 2024-05-24 16:51 CEST from data curated by the dblp team
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