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FDG
2009
ACM
9 years 10 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
FDG
2009
ACM
9 years 10 months ago
Indicative routes for path planning and crowd simulation
An important challenge in virtual environment applications is to steer virtual characters through complex and dynamic worlds. The characters should be able to plan their paths and...
Ioannis Karamouzas, Roland Geraerts, Mark H. Overm...
FDG
2009
ACM
9 years 10 months ago
Relating cognitive models of computer games to user evaluations of entertainment
As the interactive entertainment industry matures, a better understanding of what makes software entertaining is needed. A natural starting point is the application of traditional...
Paolo Piselli, Mark Claypool, James Doyle
FDG
2009
ACM
9 years 10 months ago
Emphasizing soft skills and team development in an educational digital game design course
Engineering education has evolved from providing students solely with technical skills to providing them with courses that provide students with the non-technical “soft skills...
Quincy Brown, Frank J. Lee, Suzanne Alejandre
FDG
2009
ACM
9 years 10 months ago
Characterizing and understanding game reviews
Game reviews are one of the primary forms of videogame journalism and are also one of the prevalent forms of discourse about games. How can we characterize them and better underst...
José Pablo Zagal, Amanda Ladd, Terris Johns...
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