Abstract is missing.
- Crowd simulation in emergency aircraft evacuation using Virtual RealitySharad Sharma, Stephen Otunba, Jingxin Han. 12-17 [doi]
- Artificial human face recognition via Daubechies wavelet transform and SVMManel Boukhris, Abdallah A. Mohamed, Darryl D'Souza, Marc Beck, Najoua Essoukri Ben Amara, Roman V. Yampolskiy. 18-25 [doi]
- Genetic algorithm and Wisdom of Artificial Crowds algorithm applied to Light upLeif H. Ashby, Roman V. Yampolskiy. 27-32 [doi]
- Multi-agent probabilistic smart terrainJohn R. Sullins. 33-37 [doi]
- Adaptive AI to play tower defense gamePaul A. Rummell. 38-40 [doi]
- In-game tactic adaptation for interactive computer gamesThomas P. Hartley, Quasim H. Mehdi. 41-49 [doi]
- Player modeling: Towards a common taxonomyMarlos C. Machado, Eduardo P. C. Fantini, Luiz Chaimowicz. 50-57 [doi]
- Estimating time to completion: Uncertain processing times in gamesAzlan Iqbal. 59-62 [doi]
- A study of how different game play aspects can affect the popularity of role-playing video gamesMatthew Horsfall, Andreas Oikonomou. 63-69 [doi]
- Porting and optimizing Music and Emotion Driven Game Engine from PC platform to PS 3 platformYin Xiang, Ng Kian Bee, Roberto Dillon. 70-74 [doi]
- History and alternative game input methodsAndrew Thorpe, Minhua Ma, Andreas Oikonomou. 76-93 [doi]
- Creating more entertaining and re-playable games by dynamically introducing and manipulating, static gameplay elements and eventsJohn Snowdon, Andreas Oikonomou. 94-100 [doi]
- Games as a new medium for social criticismJohn Snowdon, Andreas Oikonomou. 101-106 [doi]
- Procedural generation of story-driven mapsElizabeth A. Matthews, Brian A. Malloy. 107-112 [doi]
- A design goal and design pattern based approach for development of game engines for mobile platformsAli G. Peker, Tolga Can. 114-120 [doi]
- Rule learning approaches for symmetric multiplayer gamesJohn A. Rushing, John Tiller. 121-125 [doi]
- Gaze tracking as a game input interfaceDan Hartescu, Andreas Oikonomou. 126-133 [doi]
- Sensing game play. Exploring computer game play in a game café and a mass LAN partyFatima Jonsson, Harko Verhagen. 134-141 [doi]
- Smart Terrain in Online Tactic Agent decision making processNsikak E. Bassey, Quasim H. Mehdi, Thomas P. Hartley. 143-147 [doi]
- Stereoscopic 3D in video games: A review of current design practices and challengesNoel Mahoney, Andreas Oikonomou, David Wilson. 148-155 [doi]
- Increasing game immersion through randomizing game characters' appearance in crowded scenes using inexpensive pixel shader operationsRamy T. M. Wassef, Awad Khalil. 156-161 [doi]
- Texture mapping volumes using GPU-based polygon-assisted raycastingMike Wakid, Can Kirmizibayrak, James K. Hahn. 162-166 [doi]
- Shapemaker: A game-based introduction to programmingNicholas J. Masso, Lindsay Grace. 168-171 [doi]
- Gamifying archives, a study of docugames as a preservation mediumLindsay Grace. 172-176 [doi]
- Playful security: A computer game for secure wireless device pairingAlexander Gallego, Nitesh Saxena, Jonathan Voris. 177-184 [doi]
- Design of social games for collecting reliable semantic annotationsLilian Weng, Rossano Schifanella, Filippo Menczer. 185-192 [doi]
- Karido: A GWAP for telling artworks apartBartholomäus Steinmayr, Christoph Wieser, Fabian Kneißl, François Bry. 193-200 [doi]
- The Mars crowdsourcing experiment: Is crowdsourcing in the form of a serious game applicable for annotation in a semantically-rich research domain?J. S. S. van 't Woud, Jacobijn Sandberg, Bob J. Wielinga. 201-208 [doi]
- Computer game to learn and enhance speech problems for children with autismMaite Frutos, Itxaso Bustos, Begoña García Zapirain, Amaia Méndez Zorrilla. 209-216 [doi]
- A test case for GameDNA: Conceptualizing a serious game to measure personality traitsChristof van Nimwegen, Herre van Oostendorp, Joost Modderman, Michael Bas. 217-222 [doi]
- Serious Game based on first aid education for individuals with Autism Spectrum Disorder (ASD) using android mobile devicesZelai Sáez de Urturi, Amaia Méndez Zorrilla, Begoña García Zapirain. 223-227 [doi]
- Tennis computer game with brain control using EEG signalsEneko Lopetegui Alba, Begoña García Zapirain, Amaia Méndez Zorrilla. 228-234 [doi]
- Simulating the software engineering interview process using a decision-based serious computer gameAdrian Rusu, Robert Russell, Remo Cocco. 235-239 [doi]
- Towards a therapist-centered programming environment for creating rehabilitation gamesCaitlin Kelleher, Simon Tam, Matthew May, Rachel Proffitt, Jack R. Engsberg. 240-247 [doi]
- Modular educational game system: A customizable framework for learningJustin Clark, Adrian Fletcher, Tom Fritz, Jacob Schreiver. 248-253 [doi]
- Developing a driving training game on Windows mobile phone using C# and XNARoger Ouch, Blake Rouse. 254-256 [doi]
- Therapeutic games' difficulty adaptation: An approach based on player's ability and motivationNadia Hocine, Abdelkader Gouaich. 257-261 [doi]
- Bee prepared: Simulating bee vision in an educational gameJeremy Long, Amy Ashurst Gooch. 262-269 [doi]
- Model of social believable NPCs for teacher training: Using Second LifeMagnus Johansson, Harko Verhagen, Mirjam Palosaari Eladhari. 270-274 [doi]
- Can game-based therapies be trusted? Is game-based education effective? A systematic review of the Serious Games for health and educationNuria A. Bartolome, Amaia Méndez Zorrilla, Begoña García Zapirain. 275-282 [doi]
- Embedded non-interactive CAPTCHA for Fischer Random ChessRyan C. McDaniel, Roman V. Yampolskiy. 284-287 [doi]
- Immersive driving simulation for driver education and analysisKevin Kandhai, Michael Smith, Andrea Kanneh. 288-292 [doi]
- Procedural generation of Cuban dance motionElizabeth A. Matthews, Geoffrey B. Matthews. 293-297 [doi]