Recently added works
2005-04-18
Author: Gil, Rui
With this article we want to identify the main scalability issues for the development of Massive Multi-Player Online Games. There is no generic architecture to achieve scalability for every problem.…
2005-05-30
Author: Nitsche, Michael
Games, Montage and the First Person Point of View By Michael Nitsche michael.nitsche@lcc.gatech.edu LCC – Georgia Tech Executive Abstract Montage of moving images is an effect present in games. To…
2005-04-18
Author: Tavares, José
This paper will outline a movement beyond the apparent creative stagnation in the videogames industry through a possible transformation that proposes to mobilize the players to the creative process,…
2005-05-31
Author: Nieuwdorp, Eva
Walking the Line: The Interface in Limbo Investigating the Interface in Pervasive Games Eva Nieuwdorp, graduate student Utrecht University ** Changing Views: Worlds in Play ** June 16-20, 2005…
2005-06-01
Author: Paul, Leonard
THEME: Internationalism: Worlds at Play Topics: Internationalism, Identity in Gaming and Learning to Play Abstract: How does Canada fit into the global cultural context of video games? This paper…
2005-04-16
Author: Warnes, Christopher
This paper, part of a wider study of the connections between romance, fantasy and political rhetoric in the twenty-first century, seeks to historicise some of the defining features of Dungeons and…
2005-05-31
Author: Mateas, Michael
Michael Mateas (1,3) and Andrew Stern (2,3) (co-authors listed alphabetically) 1 Georgia Institute of Technology 2 InteractiveStory.net, Zoesis 3 grandtextauto.org Building experimental games offers…
2005-04-15
Author: Jörnmark, Jan
Video game was the first truly digital entertainment medium, requiring processing power both in the production and consumption stage. Born out of the transistor, it was also intimately connected with…
2005-04-15
Author: Shinkle, Eugenie
As a discourse, digital game studies is still in the process of formation, charting its terrain, defining its terms, and formalizing its methodologies. Even at this early stage, however, the field…
2005-06-01
Author: Curlew, A. Brady
My paper focuses on the different kinds of audiences represented in Electronic Arts’ hugely successful game The Sims, isolating the female player from the male player, the queer player from the…
2005-04-16
Author: Esposito, Nicolas
Introduction Why should we define the term videogame? Because we have reasons to study videogames. What are these reasons? James Newman gives us an answer: "the size of the videogames industry;…
2005-04-16
Author: Gilleade, Kiel Mark
[Jill] I don’t know what happened. [Chris] Barry. Where’s Barry? So opens the mansion scene to Capcom’s survival-horror Resident Evil (Capcom, 1996) – and with it one of the gaming world’s first…
2005-05-30
Author: Ermi, Laura
The field of digital games research can roughly be divided into three main areas, those of games research, player research and the applied research of games, which includes research into the design…
2010-04
Author: Seaborn, Katie, Author: Antle, Alissa
In this paper we discuss how light and temperature information can be designed to affect feedforward in a tangible user interface (TUI). In particular we focus on temperature, which has not been…
1992
This report summarises the activities of the Gitksan and Watershed
Authorities during the 1992 field season. It summaries and presents the
field data, including the tagging programme and…
Authorities during the 1992 field season. It summaries and presents the
field data, including the tagging programme and…
1996-06
This annual report for 1995 consists of sections on:
Harvest Monitoring:
A data report on the 1995 aboriginal fisheries of the Gitksan and Wet'suwet'en including
…
Harvest Monitoring:
A data report on the 1995 aboriginal fisheries of the Gitksan and Wet'suwet'en including
…
2010-05-10
Author: Ventrella, Jeffrey, Author: Seif El-Nasr, Magy, Author: Aghabeigi, Bardia, Author: Overington, Richard
One of the open problems in creating believable characters in computer games and collaborative virtual environments is simulating adaptive human-like motion. Classical artificial intelligence (AI)…
2009
Author: Zupko, Joseph, Author: Seif El-Nasr, Magy
Successful lighting in video games is more than a physically accurate illumination model. Aesthetics and function are of equal or greater importance. Lighting designers may deviate from physical…
2008
The topic of interactive narrative has been under research for many years. While there has been much research exploring the development of new algorithms that enable and enhance interactive…
2008
Author: Seif El-Nasr, Magy, Author: Wei, Huaxin
Believable characters constitute an important component of interactive stories. It is, therefore, not surprising to see much research focusing on developing algorithms that enhance character…