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Sandbox@SIGGRAPH 2006: Boston, Massachusetts, USA
- Alan Heirich, Douglas Thomas:
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, Sandbox '06, Boston, Massachusetts, USA, July 30-31, 2006. ACM 2006, ISBN 978-1-59593-386-7 - Stan Rosenbaum:
Sandbox symposium pitch game post-mortem. 7-8 - Jason Della Rocca, Hank Howie, Steve Meretzky, Joe Minton, Kent Quirk, Tracy Rosenthal-Newsom:
In the trenches: game developers and the quest for innovation. 9-11 - Stephen Jacobs, Geoffery Long, Katherine Isbister, Richard Rouse III:
Occasionally reconcilable differences: bringing games and linear entertainment IP together, for better and for worse. 13-17 - Robin Hunicke, Alice Robison, Kurt Squire, Constance Steinkuehler:
Games, learning and literacy. 19 - Matthew T. Atkinson, Sabahattin Gucukoglu, Colin H. C. Machin, Adrian E. Lawrence:
Making the mainstream accessible: redefining the game. 21-28 - Thomas J. Allen:
The passion of the developer: ea_spouse in the h_ouse!: a panel on labor relations and quality of life in the industry. 29-40 - Heiko Friedrich, Johannes Günther, Andreas Dietrich, Michael Scherbaum, Hans-Peter Seidel, Philipp Slusallek:
Exploring the use of ray tracing for future games. 41-50 - Tracy Fullerton, Jenova Chen, Kellee Santiago, Erik Nelson, Vincent Diamante, Aaron Meyers, Glenn Song, John DeWeese:
That cloud game: dreaming (and doing) innovative game design. 51-59 - Pawel Wrotek, Odest Chadwicke Jenkins, Morgan McGuire:
Dynamo: dynamic, data-driven character control with adjustable balance. 61-70 - Thomas Y. Yeh, Petros Faloutsos, Glenn Reinman:
Enabling real-time physics simulation in future interactive entertainment. 71-81 - Tim Marsh, Kiyoung Yang, Cyrus Shahabi:
Game development for experience through staying there. 83-89 - Kaveh Kardan:
Computer role-playing games as a vehicle for teaching history, culture, and language. 91-93 - Claire Dormann, Pippin Barr, Robert Biddle:
Humour theory and videogames: laughter in the slaughter. 95-98 - Shaowen Bardzell:
The submissive speaks: the semiotics of visuality in virtual BDSM fantasy play. 99-102 - Brian Osman, Michael Bukowski, Chris McEvoy:
Practical implementation of dual paraboloid shadow maps. 103-106 - Kun Gao, Hwajin Park, Alyn P. Rockwood, Dick Sowar:
Attribute based interfaces for geometric modeling. 107-112 - Craig W. Reynolds:
Big fast crowds on PS3. 113-121 - Elizabeth M. Losh:
Making things public: democracy and government-funded videogames and virtual reality simulations. 123-132 - Jeff Howard:
Designing interpretative quests in the literature classroom. 133-138 - Michael G. Wagner:
Computer games and the three dimensions of reading literacy. 139-142 - Steve DiPaola, Ali Arya:
Emotional remapping of music to facial animation. 143-149 - Criss Martin, Ian Parberry:
Real time dynamic wind calculation for a pressure driven wind system. 151-154 - Yotam I. Gingold:
From Rock, Paper, Scissors to Street Fighter II: proof by construction. 155-158 - Elina M. I. Koivisto, Riku Suomela, Ari Koivisto:
Ancient runes: using text input for interaction in mobile games. 159-167 - Alexander Repenning:
Excuse me, I need better AI!: employing collaborative diffusion to make game AI child's play. 169-178 - Evan Hahn, Prosenjit Bose, Anthony D. Whitehead:
Persistent realtime building interior generation. 179-186
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