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Sandbox@SIGGRAPH 2008: Los Angeles, CA, USA
- Karen Schrier, Chris Swain, Michael G. Wagner, David Schwartz:
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, Sandbox '08, Los Angeles, California, USA, August 9-10, 2008. ACM 2008, ISBN 978-1-60558-173-6
Artificial intelligence
- Christoph Salge, Christian Lipski, Tobias Mahlmann, Brigitte Mathiak:
Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games. 7-14 - Simon J. Perkins, David Jacka, James E. Gain, Patrick C. Marais:
A spatial awareness framework for enhancing game agent behaviour. 15-22 - Walker M. White, Benjamin Sowell, Johannes Gehrke, Alan J. Demers:
Declarative processing for computer games. 23-30 - Kurt Squire, Sean Duncan, Ben DeVane, Moses Wolfenstein, Rik Hunter:
Gamer communities, design, and learning: panel proposal. 31-33
Education and learning
- Khoo Eng Tat, Timothy Merritt, Victor Lim-Fei, Wei Liu, Hafizur Rahaman, Janaka Prasad, Timothy Marsh:
Body music: physical exploration of music theory. 35-42 - Yolanda A. Rankin, McKenzie McNeal, Marcus W. Shute, Bruce Gooch:
User centered game design: evaluating massive multiplayer online role playing games for second language acquisition. 43-49 - Michael Zyda, Devin Rosen, Bharathwaj Nandakumar:
GOGS: USC GamePipe Online Game Server. 51-53 - Mohammed Al-Bow, Debra Austin, Jeffrey Edgington, Rafael Fajardo, Joshua Fishburn, Carlos Lara, Scott T. Leutenegger, Susan Meyer:
Using Greenfoot and games to teach rising 9th and 10th grade novice programmers. 55-59 - Ken Perlin, Chris Hecker, Craig Reynolds, Friedrich Kirschner:
Four views of procedural character animation for computer games. 61-62
Game design
- Daniel Soltis:
Moving parts: the interdependence of game play and social dynamics in digital games. 63-66 - Sarah Hatton, David Birchfield, M. Colleen Megowan-Romanowicz:
Learning metaphor through mixed-reality game design and game play. 67-74 - Gillian Smith, Mee Cha, Jim Whitehead:
A framework for analysis of 2D platformer levels. 75-80
Learning through design
- Ben Medler:
Views from atop the fence: neutrality in games. 81-88 - Doris C. Rusch, Matthew J. Weise:
Games about LOVE and TRUST?: harnessing the power of metaphors for experience design. 89-97 - Tim Marsh, Michael Nitsche, Wei Liu, Peichi Chung, Jay D. Bolter, Adrian David Cheok:
Film informing design for contemplative gameplay. 99-106
Navigation, physical and spatial
- Byron Lahey, Winslow Burleson, Camilla Nørgaard Jensen, Natalie Freed, Patrick Lu:
Integrating video games and robotic play in physical environments. 107-114 - Chek Tien Tan, Ho-Lun Cheng:
A combined tactical and strategic hierarchical learning framework in multi-agent games. 115-122 - Michael Biggs, Ute Fischer, Michael Nitsche:
Supporting wayfinding through patterns within procedurally generated virtual environments. 123-128
New technologies, tools, and techniques
- Jim R. Parker, Nathan Sorenson:
A novel network architecture for crowded online environments. 129-134 - Joseph A. Zupko, Magy Seif El-Nasr:
A tool for adaptive lighting design. 135-142 - Michael J. Zyda, Dhruv Thukral, James C. Ferrans, Jonathan Engelsma, Mat Hans:
Enabling a voice modality in mobile games through VoiceXML. 143-147 - Mark Joselli, Esteban Clua, Anselmo Antunes Montenegro, Aura Conci, Paulo A. Pagliosa:
A new physics engine with automatic process distribution between CPU-GPU. 149-156
3-D and cinematography
- Ogechi Nnadi, Ute Fischer, Michael Boyce, Michael Nitsche:
Effect of dynamic camera control on spatial reasoning in 3D spaces. 157-162 - Priyesh N. Dixit, G. Michael Youngblood:
Understanding information observation in interactive 3D environments. 163-170 - Kaveh Kardan, Henri Casanova:
Virtual cinematography of group scenes using hierarchical lines of actions. 171-178
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