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Gillian Smith 0001
Person information
- affiliation: Worcester Polytechnic Institute, Department of Computer Science, MA, USA
Other persons with the same name
- Gillian Smith 0002 — R. Brompton Hospital, London, UK
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2020 – today
- 2024
- [j12]Anurag Sarkar, Matthew Guzdial, Sam Snodgrass, Adam Summerville, Tiago Machado, Gillian Smith:
Procedural Content Generation via Knowledge Transformation (PCG-KT). IEEE Trans. Games 16(1): 36-50 (2024) - [c61]Karen Royer, Gillian Smith, Yunus Dogan Telliel:
The Matrix of Discomfort: Reimagining Critical AI Artwork through a Lens of Organic Creative Spaces. Creativity & Cognition 2024: 596-600 - [c60]Josiah D. Boucher, Gillian Smith, Yunus Dogan Telliel:
Is Resistance Futile?: Early Career Game Developers, Generative AI, and Ethical Skepticism. CHI 2024: 173:1-173:13 - [c59]Max Chen, Gillian Smith:
Game Development as Project-Based Learning: Synthesizing Postmortems of Student-Created Mobile Games. FDG 2024: 38 - [c58]Gillian Smith:
Pairing Ungrading with Project-Based Learning in CS1 for Inherently Flexible Course Design. SIGCSE (1) 2024: 1265-1271 - [e5]Gillian Smith, Jim Whitehead, Ben Samuel, Katta Spiel, Riemer van Rozen:
Proceedings of the 19th International Conference on the Foundations of Digital Games, FDG 2024, Worcester, MA, USA, May 21-24, 2024. ACM 2024 [contents] - 2023
- [c57]Max Chen, Shano Liang, Gillian Smith:
Stackable Music: A Marker-Based Augmented Reality Music Synthesis Game. CHI PLAY (Companion) 2023: 22-28 - [c56]Max Chen, Yihong Xu, Alexander Sirois, Yichen Li, Robert Dempski, Gillian Smith, Yuko Oda, Yunus Telliel, Erika S. Lewis, Kelilah L. Wolkowicz:
WheelUp! Developing an Interactive Electric-power Wheelchair Virtual Training Environment. CoG 2023: 1-6 - [c55]Steven C. Sutherland, Tiago Machado, Shruti Mahajan, Omid Mohaddesi, Camillia Matuk, Gillian Smith, Casper Harteveld:
Exploring the Role of AI-Generated Feedback Tangential to Learning Outcomes. CoG 2023: 1-8 - [c54]Josiah D. Boucher, Gillian Smith, Yunus Telliel:
Examining Early Professionals' use of Generative AI in the Game Development Process. EXAG@AIIDE 2023 - [c53]Max Chen, Erin Solovey, Gillian Smith:
Impact of BCI-Informed Visual Effect Adaptation in a Walking Simulator. FDG 2023: 5:1-5:8 - [i4]Anurag Sarkar, Matthew Guzdial, Sam Snodgrass, Adam Summerville, Tiago Machado, Gillian Smith:
Procedural Content Generation via Knowledge Transformation (PCG-KT). CoRR abs/2305.00644 (2023) - 2022
- [j11]Michael Cook, Jeremy Gow, Gillian Smith, Simon Colton:
Danesh: Interactive Tools for Understanding Procedural Content Generators. IEEE Trans. Games 14(3): 329-338 (2022) - [j10]Ryan Williams, Tongwei Ren, Lorenzo De Carli, Long Lu, Gillian Smith:
Guided Feature Identification and Removal for Resource-constrained Firmware. ACM Trans. Softw. Eng. Methodol. 31(2): 28:1-28:25 (2022) - [c52]Victoria Mirecki, Juliette Spitaels, Karen Royer, Jordan Graves, Anne Sullivan, Gillian Smith:
"My Brain Does Not Function That Way": Comparing Quilters' Perceptions and Motivations Towards Computing and Quilting. Conference on Designing Interactive Systems 2022: 1035-1043 - [c51]Charlie Roberts, Ian Hattwick, Eric Sheffield, Gillian Smith:
Rethinking networked collaboration in the live coding environment Gibber. NIME 2022 - 2021
- [c50]Jordan Graves, Karen Royer, Gillian Smith, Anne Sullivan:
Procedural Patchwork: Community-Focused Generative Design for Quilting. Creativity & Cognition 2021: 44:1-44:3 - 2020
- [c49]Varun Bhat, Gillian Smith:
Towards Automatically Abridging Game Levels. AIIDE Workshops 2020 - [c48]Chris Martens, Gillian Smith:
Towards a Critical Technical Practice of Narrative Intelligence. AIIDE Workshops 2020 - [c47]Giovanni Maria Troiano, Qinyu Chen, Ángela Vargas-Alba, Gregorio Robles, Gillian Smith, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld:
Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development. CHI 2020: 1-17 - [c46]Anna Amato, Camillia Matuk, Dylan G. M. Schouten, Steven C. Sutherland, Gillian Smith, Casper Harteveld:
What Do Students Learn About Experimental Research by Designing Interactive Fiction Games? ICLS 2020
2010 – 2019
- 2019
- [c45]Giovanni Maria Troiano, Sam Snodgrass, Erinç Argimak, Gregorio Robles, Gillian Smith, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld:
Is My Game OK Dr. Scratch?: Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEM. IDC 2019: 208-219 - [c44]Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith, Mark O. Riedl:
Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. CHI 2019: 624 - [c43]Michael Cook, Simon Colton, Jeremy Gow, Gillian Smith:
General Analytical Techniques For Parameter-Based Procedural Content Generators. CoG 2019: 1-8 - [c42]Nathan Partlan, Elín Carstensdóttir, Erica Kleinman, Sam Snodgrass, Casper Harteveld, Gillian Smith, Camillia Matuk, Steven C. Sutherland, Magy Seif El-Nasr:
Evaluation of an automatically-constructed graph-based representation for interactive narrative. FDG 2019: 100:1-100:9 - [e4]Gillian Smith, Levi Lelis:
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2019, October 8-12, 2019, Atlanta, Georgia, USA. AAAI Press 2019, ISBN 978-1-57735-819-0 [contents] - [i3]Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith, Mark O. Riedl:
Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. CoRR abs/1901.06417 (2019) - [i2]Andrew Hoyt, Matthew Guzdial, Yalini Kumar, Gillian Smith, Mark O. Riedl:
Integrating Automated Play in Level Co-Creation. CoRR abs/1911.09219 (2019) - 2018
- [c41]Spencer Beaupre, Thomas Wiles, Sean Briggs, Gillian Smith:
A Design Pattern Approach for Multi-Game Level Generation. AIIDE 2018: 145-151 - [c40]Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark O. Riedl:
Explainable PCGML via Game Design Patterns. AIIDE Workshops 2018 - [c39]Nathan Partlan, Elín Carstensdóttir, Sam Snodgrass, Erica Kleinman, Gillian Smith, Casper Harteveld, Magy Seif El-Nasr:
Exploratory Automated Analysis of Structural Features of Interactive Narrative. AIIDE 2018: 88-94 - [c38]Britton Horn, Josh Aaron Miller, Gillian Smith, Seth Cooper:
A Monte Carlo Approach to Skill-Based Automated Playtesting. AIIDE 2018: 166-172 - [c37]Anne Sullivan, Anastasia Salter, Gillian Smith:
Games crafters play. FDG 2018: 26:1-26:9 - [e3]Jonathan P. Rowe, Gillian Smith:
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018, November 13-17, 2018, Edmonton, Canada. AAAI Press 2018, ISBN 978-1-57735-804-6 [contents] - [i1]Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark O. Riedl:
Explainable PCGML via Game Design Patterns. CoRR abs/1809.09419 (2018) - 2017
- [j9]Theresa Jean Tanenbaum, Gillian Smith:
Introduction. Interactions 24(1): 32-33 (2017) - [j8]Anne Sullivan, Gillian Smith:
Designing craft games. Interactions 24(1): 38-41 (2017) - [c36]Gillian Smith:
Generative Design for Textiles: Opportunities and Challenges for Entertainment AI. AIIDE 2017: 115-121 - [c35]Sebastian Deterding, Jonathan Hook, Rebecca Fiebrink, Marco Gillies, Jeremy Gow, Memo Akten, Gillian Smith, Antonios Liapis, Kate Compton:
Mixed-Initiative Creative Interfaces. CHI Extended Abstracts 2017: 628-635 - [c34]Britton Horn, Amy K. Hoover, Yetunde Folajimi, Jackie Barnes, Casper Harteveld, Gillian Smith:
AI-assisted analysis of player strategy across level progressions in a puzzle game. FDG 2017: 9:1-9:10 - [c33]Isabella Carlsson, Jeanie Choi, Celia Pearce, Gillian Smith:
Designing eBee: a reflection on quilt-based game design. FDG 2017: 24:1-24:10 - [c32]Jackie Barnes, Amy K. Hoover, Borna Fatehi, Jesús Moreno-León, Gillian Smith, Casper Harteveld:
Exploring emerging design patterns in student-made climate change games. FDG 2017: 64:1-64:6 - [c31]Gillian Smith:
What do we value in procedural content generation? FDG 2017: 69:1-69:2 - [c30]Casper Harteveld, Nolan Manning, Farah Abu-Arja, Rick Menasce, Dean Thurston, Gillian Smith, Steven C. Sutherland:
Design of Playful Authoring Tools for Social and Behavioral Science. IUI Companion 2017: 157-160 - [e2]Sebastian Deterding, Jonathan Hook, Rebecca Fiebrink, Marco Gillies, Jeremy Gow, Gillian Smith, Kate Compton, Memo Akten:
Proceedings of the CHI'17 Workshop on Mixed-Initiative Creative Interfaces co-located with ACM CHI Conference on Human Factors in Computing Systems (CHI 2017), Denver, USA, May 7, 2017. CEUR Workshop Proceedings 1907, CEUR-WS.org 2017 [contents] - 2016
- [j7]Amanda Phillips, Gillian Smith, Michael Cook, Tanya Short:
Feminism and procedural content generation: toward a collaborative politics of computational creativity. Digit. Creativity 27(1): 82-97 (2016) - [j6]Hsin-Liu Cindy Kao, Paul Johns, Asta Roseway, Mary Czerwinski, Lahiru Lakmal Priyadarshana, Victoria Porter, Juan Pablo Carrascal, Aaron Visser, Roel Vertegaal, Sarah Homewood, Gillian Smith, April Grow, Chenxi Liu, Lea Albaugh, Jennifer Mankoff, Jim McCann:
Demo hour. Interactions 23(4): 10-13 (2016) - [c29]Lea Albaugh, April Grow, Chenxi Liu, James McCann, Gillian Smith, Jennifer Mankoff:
Threadsteading: Playful Interaction for Textile Fabrication Devices. CHI Extended Abstracts 2016: 285-288 - [c28]Celia Pearce, Gillian Smith, Jeanie Choi, Isabella Carlsson:
eBee: Merging Quilting, Electronics & Board Game Design. CHI Extended Abstracts 2016: 3877-3880 - [c27]Britton Horn, Amy K. Hoover, Jackie Barnes, Yetunde Folajimi, Gillian Smith, Casper Harteveld:
Opening the Black Box of Play: Strategy Analysis of an Educational Game. CHI PLAY 2016: 142-153 - [c26]Casper Harteveld, Amy J. Stahl, Gillian Smith, Cigdem Talgar, Steven C. Sutherland:
Standing on the Shoulders of Citizens: Exploring Gameful Collaboration for Creating Social Experiments. HICSS 2016: 74-83 - [c25]Britton Horn, Christopher Clark, Oskar Strom, Hilery Chao, Amy J. Stahl, Casper Harteveld, Gillian Smith:
Design Insights into the Creation and Evaluation of a Computer Science Educational Game. SIGCSE 2016: 576-581 - 2015
- [c24]Alessandro Canossa, Gillian Smith:
Towards a Procedural Evaluation Technique: Metrics for Level Design. FDG 2015 - [c23]Michael Cook, Mirjam Eladhari, Adam M. Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook:
AI-based Games: Contrabot and What Did You Do? FDG 2015 - [c22]Michael Cook, Gillian Smith:
Formalizing Non-Formalism: Breaking the Rules of Automated Game Design. FDG 2015 - [c21]Gillian Smith:
An Analog History of Procedural Content Generation. FDG 2015 - [c20]Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith:
AI-based Game Design Patterns. FDG 2015 - [c19]Britton Horn, Gillian Smith, Rania Masri, Janos Stone:
Visual Information Vases: Towards a Framework for Transmedia Creative Inspiration. ICCC 2015: 182-188 - [c18]Isabella Carlsson, Jeanie Choi, Gillian Smith, Celia Pearce:
eBee: an electronics quilting bee and game. SIGGRAPH Studio 2015: 22:1 - 2014
- [j5]Antonios Liapis, Michael Cook, Adam M. Smith, Gillian Smith, Alexander Zook, Mei Si, Marc Cavazza, Philippe Pasquier:
Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report. AI Mag. 35(2): 65-68 (2014) - [c17]Gillian Smith:
Understanding procedural content generation: a design-centric analysis of the role of PCG in games. CHI 2014: 917-926 - [c16]Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, Julian Togelius:
A comparative evaluation of procedural level generators in the Mario AI framework. FDG 2014 - 2013
- [c15]Mark J. Nelson, Adam M. Smith, Gillian Smith:
Preface. AI in the Game Design Process @ AIIDE 2013 - [c14]Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin:
Endless Web. AIIDE 2013 - [e1]Mark J. Nelson, Adam M. Smith, Gillian Smith:
Artificial Intelligencein the Game Design Process 2, Papers from the 2013 AIIDE Workshop, Palo Alto, California, USA, October 15, 2013. AAAI Technical Report WS-13-20, AAAI 2013 [contents] - 2012
- [b1]Gillian Smith:
Expressive Design Tools: Procedural Content Generation for Game Designers. University of California, Santa Cruz, USA, 2012 - [j4]David K. Elson, Jonathan P. Rowe, Adam M. Smith, Gillian Smith, Emmett Tomai:
Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops. AI Mag. 33(1): 55-56 (2012) - [c13]Jeff Orkin, Gillian Smith, Michael Bowling:
Keynotes [abstracts of three keynote presentations]. CIG 2012 - [c12]Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin:
PCG-based game design: creating Endless Web. FDG 2012: 188-195 - [c11]Gillian Smith, Anne Sullivan:
The five year evolution of a game programming course. SIGCSE 2012: 87-92 - 2011
- [j3]Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha:
Launchpad: A Rhythm-Based Level Generator for 2-D Platformers. IEEE Trans. Comput. Intell. AI Games 3(1): 1-16 (2011) - [j2]Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. IEEE Trans. Comput. Intell. AI Games 3(3): 201-215 (2011) - [j1]Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben George Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter A. Mawhorter, Glen Takahashi, Gillian Smith, Robin Baumgarten:
The 2010 Mario AI Championship: Level Generation Track. IEEE Trans. Comput. Intell. AI Games 3(4): 332-347 (2011) - [c10]Gillian Smith, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead:
PCG-based game design: enabling new play experiences through procedural content generation. PCGames@FDG 2011: 7:1-7:4 - [c9]Anne Sullivan, Gillian Smith:
Lessons in teaching game design. FDG 2011: 307-309 - [c8]Gillian Smith, Ryan Anderson, Brian Kopleck, Zach Lindblad, Lauren Scott, Adam Wardell, Jim Whitehead, Michael Mateas:
Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. ICIDS 2011: 326-329 - 2010
- [c7]Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin:
Polymorph: A Model for Dynamic Level Generation. AIIDE 2010 - [c6]Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: An Intelligent Level Design Assistant for 2D Platformers. AIIDE 2010 - [c5]Gillian Smith, Jim Whitehead:
Analyzing the expressive range of a level generator. PCGames@FDG 2010: 4:1-4:7 - [c4]Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin:
Polymorph: dynamic difficulty adjustment through level generation. PCGames@FDG 2010: 11:1-11:4 - [c3]Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: a mixed-initiative level design tool. FDG 2010: 209-216
2000 – 2009
- 2009
- [c2]Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas:
Rhythm-based level generation for 2D platformers. FDG 2009: 175-182 - 2008
- [c1]Gillian Smith, Mee Cha, Jim Whitehead:
A framework for analysis of 2D platformer levels. Sandbox@SIGGRAPH 2008: 75-80
Coauthor Index
aka: Jim Whitehead
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last updated on 2024-10-24 20:30 CEST by the dblp team
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