FDG 2009:
Orlando,
Florida,
USA
Jim Whitehead, R. Michael Young (Eds.):
Proceedings of the 4th International Conference on Foundations of Digital Games, FDG 2009, Orlando, Florida, USA, April 26-30, 2009.
ACM/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
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 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 Pablo 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 Bruckman:
Questioning video games' influence on CS interest.
272-278
- Shannon Duvall:
Creating a games class: a walkthrough.
279-284
- David 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
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
Last update Wed Feb 15 05:01:41 2012
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