Proceedings of the Fourth International Conference on Foundations of Digital Games
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Jim Whitehead, R. Michael Young
Proceedings of the Fourth International Conference on Foundations of Digital Games
FDG-2009, 2009.

GAME
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@proceedings{FDG-2009,
	doi           = "10.1145/1536513",
	editor        = "Jim Whitehead and R. Michael Young",
	isbn          = "978-1-60558-437-9",
	publisher     = "{ACM}",
	title         = "{Proceedings of the Fourth International Conference on Foundations of Digital Games}",
	year          = 2009,
}

Contents (62 items)

FDG-2009-Chiang
Beyond the sweet spot (SC).
FDG-2009-Isla
Next-gen content creation for next-gen AI (DAI).
FDG-2009-Kafai #game studies #women
Beyond Barbie and Mortal Kombat: new perspectives on girls and games (YBK).
FDG-2009-Le #interface
The Brain: revolutionary interface for next-generation digital media (TL).
FDG-2009-MacLaurin #design #game studies #named #programming
Kodu: end-user programming and design for games (MM).
FDG-2009-Satchell #evolution #future of #game studies
Evolution of the medium: positioning for the future of gaming (CS).
FDG-2009-Sloan #game studies #past present future
Lighting in games: past, present and future (PPJS).
FDG-2009-Steinkuehler #game studies #online
The intellectual life of online play (CS).
FDG-2009-BarbaXMT #artificial reality #design #game studies #lessons learnt
Lessons from a class on handheld augmented reality game design (EB, YX0, BM, TT), pp. 2–9.
FDG-2009-BaylissS #design #game studies
Instructional design as game design (JDB, DIS), pp. 10–17.
FDG-2009-BottCLL #3d #game studies #gesture #interface #music #video
Exploring 3D gestural interfaces for music creation in video games (JNB, JGC, JJLJ), pp. 18–25.
FDG-2009-BrunnbergJG #game studies
Games for passengers: accounting for motion in location-based applications (LB, OJ, AG), pp. 26–33.
FDG-2009-Claypool #complexity #game studies #streaming #video
Motion and scene complexity for streaming video games (MC), pp. 34–41.
FDG-2009-ClaypoolC #game studies
Perspectives, frame rates and resolutions: it's all in the game (MC, KTC), pp. 42–49.
FDG-2009-Consalvo #game studies
Hardcore casual: game culture Return(s) to Ravenhearst (MC), pp. 50–54.
FDG-2009-CarpentierB #interactive
Interactive GPU-based procedural heightfield brushes (GJPdC, RB), pp. 55–62.
FDG-2009-EagleB #evaluation #game studies
Evaluation of a game-based lab assignment (ME, TB), pp. 64–70.
FDG-2009-EsteyGG #design #game studies #industrial #multi
Addressing industry issues in a multi-disciplinary course on game design (AE, AG, BG), pp. 71–78.
FDG-2009-HeckelYH #navigation
Influence points for tactical information in navigation meshes (FWPH, GMY, DHH), pp. 79–85.
FDG-2009-HoldsworthL #case study #learning
GPS-enabled mobiles for learning shortest paths: a pilot study (JJH, SML), pp. 86–90.
FDG-2009-Horswill #behaviour #performance
Very fast action selection for parameterized behaviors (IH), pp. 91–98.
FDG-2009-HullettM #game studies #generative
Scenario generation for emergency rescue training games (KH, MM), pp. 99–106.
FDG-2009-JuulN #interface
Easy to use and incredibly difficult: on the mythical border between interface and gameplay (JJ, MN), pp. 107–112.
FDG-2009-KaramouzasGO #simulation
Indicative routes for path planning and crowd simulation (IK, RG, MHO), pp. 113–120.
FDG-2009-LinhoffS #development #game studies
Motivating and evaluating game development capstone projects (JL, AS), pp. 121–128.
FDG-2009-McGill #comparison #development #education #game studies #industrial
Defining the expectation gap: a comparison of industry needs and existing game development curriculum (MM), pp. 129–136.
FDG-2009-NelsonM #analysis #design #game studies #requirements #tool support
A requirements analysis for videogame design support tools (MJN, MM), pp. 137–144.
FDG-2009-OlsenM #exclamation #towards
Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons (DO, MM), pp. 145–152.
FDG-2009-PiselliCD #game studies #modelling
Relating cognitive models of computer games to user evaluations of entertainment (PP, MC, JD), pp. 153–160.
FDG-2009-RankinMMGS #interactive #social
Time will tell: in-game social interactions that facilitate second language acquisition (YAR, DM, MM, BG, MWS), pp. 161–168.
FDG-2009-Shipman #game studies
Blending the real and virtual in games: the model of fantasy sports (FMSI), pp. 169–174.
FDG-2009-SmithTWM #2d #generative #platform
Rhythm-based level generation for 2D platformers (GS, MT, JW, MM), pp. 175–182.
FDG-2009-StrongMG #game studies #generative
Generative conversation tool for game writers (CRS, MM, DG), pp. 183–190.
FDG-2009-Swain #collaboration #education #game studies #research
Improving academic-industry collaboration for game research and education (CS), pp. 191–198.
FDG-2009-BastenE #animation #distance #metric
Evaluating distance metrics for animation blending (BJHvB, AE), pp. 199–206.
FDG-2009-WernerDBR #case study #game studies
Can middle-schoolers use Storytelling Alice to make games?: results of a pilot study (LLW, JD, MB, PR), pp. 207–214.
FDG-2009-ZagalLJ #comprehension #game studies
Characterizing and understanding game reviews (JPZ, AL, TJ), pp. 215–222.
FDG-2009-ZupkoE #automation #interactive
System for Automated Interactive Lighting (SAIL) (JAZ, MSEN), pp. 223–230.
FDG-2009-BricenoSMHLTWPKWZ #game studies #multi #online #resource management #robust
Robust resource allocation in a massive multiplayer online gaming environment (LDB, HJS, AAM, YH, BL, MNT, FW, CP, CK, KW, CZ), pp. 232–239.
FDG-2009-BrownLA #design #development #education #game studies
Emphasizing soft skills and team development in an educational digital game design course (QB, FJL, SA), pp. 240–247.
FDG-2009-ButtJ #algorithm
Where do we go now?: anytime algorithms for path planning (RB, SJJ), pp. 248–255.
FDG-2009-ChertoffBLL #3d #game studies #using
An exploration of menu techniques using a 3D game input device (DBC, RWB, JJLJ), pp. 256–262.
FDG-2009-CiancariniF #detection #game studies
Plagiarism detection in game-playing software (PC, GPF), pp. 264–271.
FDG-2009-DiSalvoB #game studies #video
Questioning video games' influence on CS interest (BJD, AB), pp. 272–278.
FDG-2009-Duvall #game studies
Creating a games class: a walkthrough (SD), pp. 279–284.
FDG-2009-GibsonG #game studies #learning #online #student
Online recruitment and engagement of students in game and simulation-based STEM learning (DCG, SG), pp. 285–290.
FDG-2009-HowellV #design #game studies
Designing serious games with linguistic resources (SH, TV), pp. 291–298.
FDG-2009-Hudlicka #game studies #motivation #requirements
Affective game engines: motivation and requirements (EH), pp. 299–306.
FDG-2009-KienzleVKDH #framework #game studies #multi #named #research
Mammoth: a massively multiplayer game research framework (JK, CV, BK, AD, MH), pp. 308–315.
FDG-2009-LangeveldK #education #tool support #visualisation
Educational impact of digital visualization and auditing tools on a digital character production course (MCvL, RK), pp. 316–323.
FDG-2009-JhalaY #comprehension #evaluation #modelling
Evaluation of intelligent camera control systems based on cognitive models of comprehension (AJ, RMY), pp. 327–328.
FDG-2009-SatheeshNS #evolution #game studies
Evolving player-specific content for level based arcade games (SS, HN, PS), pp. 329–330.
FDG-2009-ThomasY #framework #game studies #independence #learning #towards
Toward a domain-independent framework to automate scaffolding of task-based learning in digital games (JMT, RMY), pp. 331–332.
FDG-2009-WetzelJG #information management #predict #resource management
Predicting opponent resource allocations when qualitative and contextual information is not available (BW, SJ, MLG), pp. 333–334.
FDG-2009-MeloG
Creative expression of emotions in virtual humans (CMdM, JG), pp. 336–338.
FDG-2009-Eagle #design #education #evaluation #game studies
Level up: a frame work for the design and evaluation of educational games (ME), pp. 339–341.
FDG-2009-Greene #policy #social
Waging wars in wangba: political policy and social practice in Chinese MMO culture (MG), pp. 342–343.
FDG-2009-McGill09a #education #effectiveness #game studies #learning
Evaluating the effectiveness of hypothesis-based digital learning games in high school science curriculum (MM), pp. 344–345.
FDG-2009-Mueller #game studies
Exertion in networked games (FM0), pp. 346–348.
FDG-2009-Skorupski #authoring #interactive
Storyboard authoring of plan-based interactive dramas (JS), pp. 349–351.
FDG-2009-Strong #automation #generative
Automated dialogue generation (CRS), pp. 352–353.
FDG-2009-Sullivan #design #game studies #multi #online
Gender-inclusive quest design in massively multiplayer online role-playing games (AS), pp. 354–356.

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