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FDG 2009: Orlando, Florida, USA
- Jim Whitehead, R. Michael Young:
Proceedings of the 4th International Conference on Foundations of Digital Games, FDG 2009, Orlando, Florida, USA, April 26-30, 2009. ACM 2009, ISBN 978-1-60558-437-9
Keynote talks
- Tan Le:
The Brain: revolutionary interface for next-generation digital media. - Matt MacLaurin:
Kodu: end-user programming and design for games. - Chris Satchell:
Evolution of the medium: positioning for the future of gaming. - Steven Chiang:
Beyond the sweet spot.
Invited talks
- Damian A. Isla:
Next-gen content creation for next-gen AI. - Yasmin B. Kafai:
Beyond Barbie and Mortal Kombat: new perspectives on girls and games. - Peter-Pike J. Sloan:
Lighting in games: past, present and future. - Constance Steinkuehler:
The intellectual life of online play.
ICFDG-09 technical papers
- Evan Barba, Yan Xu, Blair MacIntyre, Tony Tseng:
Lessons from a class on handheld augmented reality game design. 2-9 - Jessica D. Bayliss, David I. Schwartz:
Instructional design as game design. 10-17 - Jared N. Bott, James G. Crowley, Joseph J. LaViola Jr.:
Exploring 3D gestural interfaces for music creation in video games. 18-25 - Liselott Brunnberg, Oskar Juhlin, Anton Gustafsson:
Games for passengers: accounting for motion in location-based applications. 26-33 - Mark Claypool:
Motion and scene complexity for streaming video games. 34-41 - Mark Claypool, Kajal T. Claypool:
Perspectives, frame rates and resolutions: it's all in the game. 42-49 - Mia Consalvo:
Hardcore casual: game culture Return(s) to Ravenhearst. 50-54 - Giliam J. P. de Carpentier, Rafael Bidarra:
Interactive GPU-based procedural heightfield brushes. 55-62 - Michael Eagle, Tiffany Barnes:
Evaluation of a game-based lab assignment. 64-70 - Anthony Estey, Amy Gooch, Bruce Gooch:
Addressing industry issues in a multi-disciplinary course on game design. 71-78 - Frederick W. P. Heckel, G. Michael Youngblood, D. Hunter Hale:
Influence points for tactical information in navigation meshes. 79-85 - Jason J. Holdsworth, Siu Man Lui:
GPS-enabled mobiles for learning shortest paths: a pilot study. 86-90 - Ian Horswill:
Very fast action selection for parameterized behaviors. 91-98 - Kenneth Hullett, Michael Mateas:
Scenario generation for emergency rescue training games. 99-106 - Jesper Juul, Marleigh Norton:
Easy to use and incredibly difficult: on the mythical border between interface and gameplay. 107-112 - Ioannis Karamouzas, Roland Geraerts, Mark H. Overmars:
Indicative routes for path planning and crowd simulation. 113-120 - Joe Linhoff, Amber Settle:
Motivating and evaluating game development capstone projects. 121-128 - Monica McGill:
Defining the expectation gap: a comparison of industry needs and existing game development curriculum. 129-136 - Mark J. Nelson, Michael Mateas:
A requirements analysis for videogame design support tools. 137-144 - David Olsen, Michael Mateas:
Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons. 145-152 - Paolo Piselli, Mark Claypool, James Doyle:
Relating cognitive models of computer games to user evaluations of entertainment. 153-160 - Yolanda A. Rankin, Deidra Morrison, McKenzie McNeal, Bruce Gooch, Marcus W. Shute:
Time will tell: in-game social interactions that facilitate second language acquisition. 161-168 - Frank M. Shipman III:
Blending the real and virtual in games: the model of fantasy sports. 169-174 - Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas:
Rhythm-based level generation for 2D platformers. 175-182 - Christina R. Strong, Michael Mateas, Dave Grossman:
Generative conversation tool for game writers. 183-190 - Chris Swain:
Improving academic-industry collaboration for game research and education. 191-198 - Ben J. H. van Basten, Arjan Egges:
Evaluating distance metrics for animation blending. 199-206 - Linda L. Werner, Jill Denner, Michelle Bliesner, Pat Rex:
Can middle-schoolers use Storytelling Alice to make games?: results of a pilot study. 207-214 - José P. Zagal, Amanda Ladd, Terris Johnson:
Characterizing and understanding game reviews. 215-222 - Joseph A. Zupko, Magy Seif El-Nasr:
System for Automated Interactive Lighting (SAIL). 223-230
ICFDG-09 long posters
- Luis Diego Briceno, Howard Jay Siegel, Anthony A. Maciejewski, Ye Hong, Brad Lock, Mohammad Nayeem Teli, Fadi Wedyan, Charles Panaccione, Chris Klumph, Kody Willman, Chen Zhang:
Robust resource allocation in a massive multiplayer online gaming environment. 232-239 - Quincy Brown, Frank J. Lee, Suzanne Alejandre:
Emphasizing soft skills and team development in an educational digital game design course. 240-247 - Rehman Butt, Stefan J. Johansson:
Where do we go now?: anytime algorithms for path planning. 248-255 - Dustin B. Chertoff, Ross W. Byers, Joseph J. LaViola Jr.:
An exploration of menu techniques using a 3D game input device. 256-262 - Paolo Ciancarini, Gian Piero Favini:
Plagiarism detection in game-playing software. 264-271 - Betsy James DiSalvo, Amy S. Bruckman:
Questioning video games' influence on CS interest. 272-278 - Shannon Duvall:
Creating a games class: a walkthrough. 279-284 - David C. Gibson, Susan Grasso:
Online recruitment and engagement of students in game and simulation-based STEM learning. 285-290 - Stephen Howell, Tony Veale:
Designing serious games with linguistic resources. 291-298 - Eva Hudlicka:
Affective game engines: motivation and requirements. 299-306 - Jörg Kienzle, Clark Verbrugge, Bettina Kemme, Alexandre Denault, Michael Hawker:
Mammoth: a massively multiplayer game research framework. 308-315 - Mark Christensen van Langeveld, Robert Kessler:
Educational impact of digital visualization and auditing tools on a digital character production course. 316-323
ICFDG-09 short posters
- Arnav Jhala, Robert Michael Young:
Evaluation of intelligent camera control systems based on cognitive models of comprehension. 327-328 - Sanjeev Satheesh, Harikrishna Narasimhan, Pramala Senthil:
Evolving player-specific content for level based arcade games. 329-330 - James M. Thomas, R. Michael Young:
Toward a domain-independent framework to automate scaffolding of task-based learning in digital games. 331-332 - Baylor Wetzel, Steve Jensen, Maria L. Gini:
Predicting opponent resource allocations when qualitative and contextual information is not available. 333-334
ICFDG-09 doctoral consortium extended abstracts
- Celso M. de Melo, Jonathan Gratch:
Creative expression of emotions in virtual humans. 336-338 - Michael Eagle:
Level up: a frame work for the design and evaluation of educational games. 339-341 - Margaret Greene:
Waging wars in wangba: political policy and social practice in Chinese MMO culture. 342-343 - Monica McGill:
Evaluating the effectiveness of hypothesis-based digital learning games in high school science curriculum. 344-345 - Florian Mueller:
Exertion in networked games. 346-348 - James Skorupski:
Storyboard authoring of plan-based interactive dramas. 349-351 - Christina R. Strong:
Automated dialogue generation. 352-353 - Anne Sullivan:
Gender-inclusive quest design in massively multiplayer online role-playing games. 354-356
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