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Sandbox@SIGGRAPH 2009: New Orleans, Louisiana, USA
- Drew Davidson, Tracy Fullerton, Karen Schrier, Stephen N. Spencer:
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox '09, New Orleans, Louisiana, USA, August 4-6, 2009. ACM 2009, ISBN 978-1-60558-514-7
Supporting social and persuasive play
- Tracy Fullerton, Laird M. Malamed, Nahil Sharkasi, Jesse Vigil:
Designing history: the path to participation nation. 7-14 - Genaro Rebolledo-Mendez, Katerina Avramides, Sara de Freitas, Kam Memarzia:
Societal impact of a serious game on raising public awareness: the case of FloodSim. 15-22 - David L. Roberts, Merrick L. Furst, Brian Dorn, Charles L. Isbell Jr.:
Using influence and persuasion to shape player experiences. 23-30 - Rilla Khaled, Pippin Barr, Robert Biddle, Ronald Fischer, James Noble:
Game design strategies for collectivist persuasion. 31-38
Visuals, 3-d and the cinematic in games
- Scott Kircher, Alan Lawrance:
Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objects. 39-45 - Taichi Okamoto, Makoto Fujisawa, Kenjiro T. Miura:
An interactive simulation system for flying Japanese kites. 47-53 - Paul D. Varcholik, Joseph J. LaViola Jr., Charles E. Hughes:
The Bespoke 3DUI XNA Framework: a low-cost platform for prototyping 3D spatial interfaces in video games. 55-61 - Kaveh Kardan, Henri Casanova:
Heuristics for continuity editing of cinematic computer graphics scenes. 63-69
Game mechanics and design principles
- Phoebe O. Toups Dugas, Andruid Kerne, William A. Hamilton:
Game design principles for engaging cooperative play: core mechanics and interfaces for non-mimetic simulation of fire emergency response. 71-78 - Amanda Chaffin, Katelyn Doran, Drew Hicks, Tiffany Barnes:
Experimental evaluation of teaching recursion in a video game. 79-86 - Rudy McDaniel, Erik Henry Vick, Stephen Jacobs, Peter Telep:
Cardboard semiotics: reconfigurable symbols as a means for narrative prototyping in game design. 87-93 - Aki Järvinen:
Game design for social networks: interaction design for playful dispositions. 95-102
Kinesthetic movement in games I
- Michiel Roza, Mark Schroders, Huub van de Wetering:
A high performance visual profiler for games. 103-110 - Frank Steinicke, Gerd Bruder, Klaus H. Hinrichs, Anthony Steed:
Presence-enhancing real walking user interface for first-person video games. 111-118 - Emiko Charbonneau, Andrew Miller, Chadwick A. Wingrave, Joseph J. LaViola Jr.:
Understanding visual interfaces for the next generation of dance-based rhythm video games. 119-126 - Theresa Jean Tanenbaum, Jim Bizzocchi:
Rock Band: a case study in the design of embodied interface experience. 127-134
Kinesthetic movement in games II
- Duy-Nguyen Ta Huynh, Karthik Raveendran, Yan Xu, Kimberly Spreen, Blair MacIntyre:
Art of defense: a collaborative handheld augmented reality board game. 135-142 - Florian 'Floyd' Mueller, Stefan Agamanolis, Frank Vetere, Martin R. Gibbs:
A framework for exertion interactions over a distance. 143-150 - René Weller, Gabriel Zachmann:
A unified approach for physically-based simulations and haptic rendering. 151-159 - Ali Mazalek, Sanjay Chandrasekharan, Michael Nitsche, Tim Welsh, Geoff Thomas, Tandav Sanka, Paul G. Clifton:
Giving your self to the game: transferring a player's own movements to avatars using tangible interfaces. 161-168
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