Tuesday 3 February 2009

FuturePlay

TODO: Go through these publications,

SESSION: Artificial intelligence
    Good moods: outlook, affect and mood in dynemotion and the mind module 
Mirjam Palosaari Eladhari, Michael Sellers 
Pages 1-8 
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    Combining heuristic and landmark search for path planning 
Kevin Grant, David Mould 
Pages 9-16 
Full text available: PdfPdf(379 KB)
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    An emergent framework for realistic psychosocial behaviour in non player characters 
Christine Bailey, Michael Katchabaw 
Pages 17-24 
Full text available: PdfPdf(583 KB)
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SESSION: Educational games, game-based learning
    The game studies practicum: applying situated learning to teach professional practices 
Clara Fernández-Vara, Philip Tan 
Pages 25-32 
Full text available: PdfPdf(457 KB)
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    A framework for games literacy and understanding games 
José P. Zagal 
Pages 33-40 
Full text available: PdfPdf(351 KB)
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    Understanding game design for affective learning 
Claire Dormann, Robert Biddle 
Pages 41-48 
Full text available: PdfPdf(713 KB)
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    Collaboration in serious game development: a case study 
Minh Quang Tran, Robert Biddle 
Pages 49-56 
Full text available: PdfPdf(411 KB)
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SESSION: Psychology and sociology in games
    Motivations for play in computer role-playing games 
Anders Tychsen, Michael Hitchens, Thea Brolund 
Pages 57-64 
Full text available: PdfPdf(519 KB)
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    Using conflict theory to model complex societal interactions 
Ben Medler, Joe Fitzgerald, Brian Magerko 
Pages 65-72 
Full text available: PdfPdf(701 KB)
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    Defining personas in games using metrics 
Anders Tychsen, Alessandro Canossa 
Pages 73-80 
Full text available: PdfPdf(477 KB)
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    Flow and immersion in first-person shooters: measuring the player's gameplay experience 
Lennart Nacke, Craig A. Lindley 
Pages 81-88 
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SESSION: Games and society
    Critical skills for game developers: an analysis of skills sought by industry 
Monica McGill 
Pages 89-96 
Full text available: PdfPdf(516 KB)
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    It's all Greek to me: a case for the classics in game development education 
Fred Sebastian, Anthony Whitehead 
Pages 97-104 
Full text available: PdfPdf(397 KB)
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    Baroque Baroque revolution: high culture gets game 
Jennifer Jenson, Suzanne de Castell, Nicholas Taylor, Milena Droumeva 
Pages 105-112 
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    Game format effects on communication in multi-player games 
Anders Tychsen, Jonas Heide Smith 
Pages 113-120 
Full text available: PdfPdf(575 KB)
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SESSION: Game design
    Crafting game-models using reactive system design 
David Harel, Itai Segall, Hillel Kugler, Yaki Setty 
Pages 121-128 
Full text available: PdfPdf(1.90 MB)
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    Using genres to customize usability evaluations of video games 
David Pinelle, Nelson Wong, Tadeusz Stach 
Pages 129-136 
Full text available: PdfPdf(356 KB)
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    Designing game idea generation games 
Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen, Hannamari Saarenpää 
Pages 137-144 
Full text available: PdfPdf(597 KB)
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    A low-cost infrastructure for tabletop games 
Christopher Wolfe, J. David Smith, T. C. Nicholas Graham 
Pages 145-151 
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SESSION: Graphics, visual techniques, sound in games, and hardware
    Content scheduling in multimedia interactive mobile games 
M. Mohsin Saleemi, Kristian Nybom, Johan Lilius, Jerker Björkqvist 
Pages 152-159 
Full text available: PdfPdf(817 KB)
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    Experiments in the use of game technology for pre-visualization 
Michael Nitsche 
Pages 160-165 
Full text available: PdfPdf(552 KB)
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    Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution 
Brent Cowan, Bill Kapralos 
Pages 166-172 
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    Guidelines for designing augmented reality games 
Richard Wetzel, Rod McCall, Anne-Kathrin Braun, Wolfgang Broll 
Pages 173-180 
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SESSION: Artificial intelligence
    Urban traffic simulation for games: a general approach for simulation of urban actors 
Michael Kutz, Rainer Herpers 
Pages 181-184 
Full text available: PdfPdf(8.23 MB)
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    Scripted smarts in an intelligent virtual environment: behaviour definition using a simple entity annotation language 
Eike Falk Anderson 
Pages 185-188 
Full text available: PdfPdf(331 KB)
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    Synthesizing neural networks for learning in games 
Robert G. Price, Scott D. Goodwin 
Pages 189-191 
Full text available: PdfPdf(319 KB)
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SESSION: Educational games, game-based learning
    How to embed a game engineering course into a computer science curriculum 
Daniel Volk 
Pages 192-195 
Full text available: PdfPdf(315 KB)
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    Using video games to enhance learning in digital systems 
Vinod Srinivasan, Karen Butler-Purry, Susan Pedersen 
Pages 196-199 
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    Intelligent adaptation of digital game-based learning 
Brian Magerko, Carrie Heeter, Joe Fitzgerald, Ben Medler 
Pages 200-203 
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    A secure digital asset managment network for game development and education 
Mike Pattrick, Andrew Hogue, Khalil El-Khatib 
Pages 204-207 
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SESSION: Psychology and sociology in games
    Examining the relationship between game type, player disposition and aggression 
Robert W. A. Rawn, David R. Brodbeck 
Pages 208-211 
Full text available: PdfPdf(304 KB)
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SESSION: Game design
    What you can't see is what you don't get: paradigms of game world visualization 
Jaroslav Švelch 
Pages 212-215 
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    A semantic model for reactive entities to support collaborative game design 
Alejandro Catalá, Javier Jaen 
Pages 216-219 
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    Neo-immersion: awareness and engagement in gameplay 
Jennifer Whitson, Chris Eaket, Brian Greenspan, Minh Quang Tran, Natalie King 
Pages 220-223 
Full text available: PdfPdf(380 KB)
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    Facilitating language-oriented game development by the help of language workbenches 
Sonja Maier, Daniel Volk 
Pages 224-227 
Full text available: PdfPdf(505 KB)
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SESSION: Graphics, visual techniques, sound in games, and hardware
    The case for research in game engine architecture 
Eike Falk Anderson, Steffen Engel, Peter Comninos, Leigh McLoughlin 
Pages 228-231 
Full text available: PdfPdf(313 KB)
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    Towards 3D model interoperability in games 
Jia Sing Chen, Andrew Hogue 
Pages 232-235 
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    Experience in the design and development of a game based on head-tracking input 
Jeffrey Yim, Eric Qiu, T. C. Nicholas Graham 
Pages 236-239 
Full text available: PdfPdf(366 KB)
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    Exaggerated head motions for game viewpoint control 
Robert J. Teather, Wolfgang Stuerzlinger 
Pages 240-243 
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    FIVIS bicycle simulator: an immersive game platform for physical activities 
R. Herpers, W. Heiden, M. Kutz, D. Scherfgen, U. Hartmann, J. Bongartz, O. Schulzyk 
Pages 244-247 
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    Integrating cumulative context into computer games 
Kevin G. Stanley, David Pinelle, Alan Bandurka, David McDine, Regan L. Mandryk 
Pages 248-251 
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POSTER SESSION: Artificial intelligence
    Camera selection using SCSPs 
Michael Janzen, Michael Horsch, Eric Neufeld 
Pages 252-253 
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    To grab or not to grab: a viable framework for physically based hand animation in game characters 
Arun Somasekharan 
Pages 254-255 
Full text available: PdfPdf(328 KB)
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    The procedural planning system used in the agent architecture of games 
Yingying She, Peter Grogono 
Pages 256-257 
Full text available: PdfPdf(443 KB)
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POSTER SESSION: Educational games, game-based learning
    Interactive accounting simulation environment for accounting education and training 
Andrew Milner, Andrew Hogue, Bill Kapralos, John Friedlan 
Pages 258-259 
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    Interprofessional care simulator for critical care education 
Brent Cowan, Matthew Shelley, Hamed Sabri, Bill Kapralos, Andrew Hogue, Michelle Hogan, Michael Jenkin, Sandra Goldsworthy, Louise Rose, Adam Dubrowski 
Pages 260-261 
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    Lessons from Brain Age on password memorability 
Alain Forget, Sonia Chiasson, Robert Biddle 
Pages 262-263 
Full text available: PdfPdf(502 KB)
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POSTER SESSION: Game design
    World of Warcraft as a ludic cyborg 
Victoria McArthur 
Pages 264-265 
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    Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentation 
Victoria McArthur, Tyler M. Pace, Aaron R. Houssian 
Pages 266-267 
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POSTER SESSION: Graphics, visual techniques, sound in games, and hardware
    Game 2.0 and beyond: an interaction design approach to digital game evolution 
Michiaki Yasumura, Keita Watanabe, Mark Chignell 
Pages 268-269 
Full text available: PdfPdf(345 KB)
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    Towards an AJAX-based game engine 
Christian Kletsch, Daniel Volk 
Pages 270-271 
Full text available: PdfPdf(301 KB)
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    Kickback: turning game history students into pinball designers 
Stephen Jacobs, Christopher A. Egert 
Pages 272-273 
Full text available: PdfPdf(283 KB)
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    Canvas 3D JS library 
Catherine Leung, Andor Salga, Andrew Smith 
Pages 274-275 
Full text available: PdfPdf(309 KB)
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