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Collaborated with:
J. Timothy Balint Tim Tutenel Ben A. Kybartas Ruben Michaël Smelik Klaas Jan de Kraker Giliam J. P. de Carpentier Edward Teng Robert Schaap Kim Goossens Elmar Eisemann Daniel Karavolos A.Bouwer Jan M. Allbeck Jerke Boers Jeroen Dobbe Remco Huijser R.Lopes Ken Hilf Luke Jayapalan Eric Rijnboutt Olivier Hokke Rob Kooij Jichen Zhu Antonios Liapis Sebastian Risi G.M.Youngblood Jurgen van Schagen Martijn Gribnau Jean de Leeuw Benjamin Los Nick Cleintuar Nick Kraayenbrink Jassin Kessing Gerwin de Haan Fernando Marson S.R.Musse Niels C. Bakker Jehan R. S. da Camara Maarten van Elsas Leon J. Helsloot Gert Spek Isha J. van Baar Rob van Bekkum Thijs L. M. Brands Soheil S. Jahanshahi Aidan C. A. Mauricio Joost J. E. Oorschot van Fanny Lie
Talks about:
semant (7) game (6) procedur (4) generat (4) design (3) world (3) level (3) charact (2) integr (2) mobil (2)

Person: Rafael Bidarra

DBLP DBLP: Bidarra:Rafael

Facilitated 1 volumes:

DiGRA/FDG 2016Ed

Contributed to:

GDCSE 20082008
AIIDE 20092009
FDG 20092009
AIIDE 20102010
CIG 20102010
VS-Games 20122012
FDG 20132013
CHI PLAY 20142014
FDG 20142014
CHI PLAY 20152015
FDG 20152015
FDG 20172017
CIG 20182018
FDG 20182018
FDG 20192019

Wrote 17 papers:

GDCSE-2008-BidarraBDH #game studies
Bringing a pioneer games project to the next level (RB, JB, JD, RH), pp. 11–15.
AIIDE-2009-TutenelSBK #design #game studies #semantics #using
Using Semantics to Improve the Design of Game Worlds (TT, RMS, RB, KJdK).
FDG-2009-CarpentierB #interactive
Interactive GPU-based procedural heightfield brushes (GJPdC, RB), pp. 55–62.
AIIDE-2010-TutenelSBK #layout #problem #semantics
A Semantic Scene Description Language for Procedural Layout Solving Problems (TT, RMS, RB, KJdK).
CIG-2010-BidarraSG #game studies #video
Growing on the inside: Soulful characters for video games (RB, RS, KG), pp. 337–344.
VS-Games-2012-KraayenbrinkKTHMMB #reuse #semantics
Semantic Crowds: Reusable Population for Virtual Worlds (NK, JK, TT, GdH, FM, SRM, RB), pp. 122–139.
FDG-2013-LopesHJB #adaptation #authoring #game studies #mobile #semantics
Gameplay semantics for authoring adaptivity in mobile games (RL, KH, LJ, RB), pp. 435–436.
FDG-2013-RijnbouttHKB #detection #game studies #library #mobile #robust
A robust throw detection library for mobile games (ER, OH, RK, RB), pp. 443–444.
CHI-PLAY-2014-BakkerCEHSBBK #exclamation #named #social
BloxAR: augment your social life! (NCB, JRSdC, MvE, LJH, GS, IJvB, RB, BAK), pp. 319–322.
CHI-PLAY-2014-BekkumBJMvLKB #communication
Taxi trouble: communication is key (RvB, TLMB, SSJ, ACAM, JJEOv, FL, BAK, RB), pp. 387–390.
FDG-2014-KybartasBE #generative #semantics
Integrating semantics and narrative world generation (BAK, RB, EE).
CHI-PLAY-2015-SchagenGLLCB
Super Starfish Mania: Fish for Friends (JvS, MG, JdL, BL, NC, RB), pp. 787–790.
FDG-2015-KaravolosBB #design #game studies #generative
Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation (DK, AB, RB).
FDG-2017-TengB #approach #generative #network #semantics
A semantic approach to patch-based procedural generation of urban road networks (ET, RB), p. 10.
CIG-2018-ZhuLRBY #design
Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation (JZ, AL, SR, RB, GMY), pp. 1–8.
FDG-2018-BalintAB #comprehension #metric #similarity
Understanding everything NPCs can do: metrics for action similarity in non-player characters (JTB, JMA, RB), p. 10.
FDG-2019-BalintB #generative #representation #semantics
A generalized semantic representation for procedural generation of rooms (JTB, RB), p. 8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.