Archives
2012
Vol 7, No 1 (2012)
- Risk Assessment and Tipping Points - John Tiller, Catherine Cavagnaro (P5-13)
- Enhancing the Performance Of A Multiplayer Game By Using A Parallelizing Compiler - Yasir Ibrahim Al-Dosary, Keiji Kimura,Hironori Kasahara, Seinosuke Narita (P14-23)
- Solving Sudoku Puzzles with Wisdom of Artificial Crowds - Ryan Hughes, Roman V Yampolskiy Emergent Economies for Role Playing Games - Jonathon Doran, Ian Parberry (P24-29)
- Kimi: Serious Game for Ipad To Improve Hygiene Habits In Intellectually Disabled - Begona García Zapirain (P30-34)
- Emergent Economies for Role Playing ganes - Jonathon Doran and Ian Parberry (p35-48)
2011
Vol 6, No 2 (2011)
- Tipping Points and Models - Catherine Cavagnaro and John Tiller (P5-11)
- GA with Wisdom of Artificial Crowds for Solving Mastermind Satisfiability Problem - Amine Ben Khalifa and Roman V. Yampolskiy (P12-17)
- Language Improvement System Based on Serious Games and Voice Recognition Algorithms for Children and Teenagers with AutismSpectrum and Lack of Language Competences - Maite Frutos Pascual, Begoña García Zapirain, Amaia Méndez Zorrilla, and ItxasoBustos Mardones (P18-26)
- Assessment of Behaviour in Serious Games of Driving Simulators - Mirela Popa and Leon Rothkrantz (P27-36)
- Avatar Facial Biometric Authentication - Sonia Ajina, Roman V. Yampolskiy, and Najoua Essoukri Ben Amara (P37-42)
2010
Vol 6, No 1 (2010)
- Mission and Rule-Based Approach for Wargame Artificial Intelligence - John Rushing and John Tiller (P6-15)
- Narrative Time in Video Games - Minhua Ma and Bhavinder Bassi (P16-25)
- Creating a Design Framework for Educational Language Games: A Hybrid Media Scenario Study - Janne Paavilainen, Hannamari Saarenpää, Antti Syvänen, Anu Seisto and Maija Federley (P26-38)
- Psycho- Stimulation Therapy by Tangram Game Using Augmented - Begoña García Zapirain, Amaia Méndez Zorrilla and Sabin Larrañaga (P39-45)
- Influence maps For Facilitating Tactical Engagement Decisions in Real-Time Strategy Games - Jacquelyne Forgette, Renata Wachowiak-Smolíková, and Mark P. Wachowiak (P46-53)
- Are We Game? A Study of the Social Factors and Motivations Behind Video Gaming Amongst Female Undergraduates - Li Zhiqiang Nickole and Timothy Marsh(P54-62)
2009
Vol 5, No 2 (2009)
- Playing Texas Hold'em Poker Online Using Case-Based Reasoning - Ian Watson and Jonathan Rubin (P6-13)
- Collaborative Robot Agents For AIBO Soccer - E. Daman, I.J.J. Borm, Z. Yang, and L.J.M. Rothkrantz (P14-25)
- Serious Game Based Learning Creating a Triangle of Success: Play, Interact and Learn - Mostafa El-Said and Samah Manso (P26-32)
- Adaptive Storytelling Based On Model-Checking Approaches - Nicolas Rempulski, Armelle Prigent, Pascal Estraillier, Vincent Courboulay, and Matthieu Perreira (P33-42)
- Neuro WII: Game As A Treatement For Attention Deficit And Hyperactivity Disorders - Begonia Garcia Zapirain, Amaia Mendez Zorrilla, and Ibon Ruiz Oleagordia (P43-51)
2008
Vol 5, No 1 (2008)
- Sound and Immersion in the First-Person Shooter -Mark Grimshaw (P5-11)
- An Application of Goms Model to Analyse and Predict Gamer Behaviours in Mmorpg - Seungkeun Song, Jun Jo and Michel Eboueya (P12-18)
- E-Campus: A Mmorpg Providing E-Services to Campus Users - Didier Sébastien, Olivier Sébastien and Noël Conruyt (P19-24)
- Invincible - A Stratego Bot - Vincent de Boer and Leon Rothkrantz and Pascal Wiggers (P25-?)
- Plot Control for Emergent Narrative: A Case Study on Tetris - Guylain Delmas, Ronan Champagnat, Michel Augeraud
- Play, Game, World: Anatomy of a Videogame - Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Gilles Methel
2007
Vol 4, No 2 (2007)
- Pipeline for Populating Games with Realistic Crowd - Rachel McDonnell, Simon Dobbyn, Carol O'Sullivan (P5-19)
- Socio-constructivist Framegame Design: Theoretical and Empirical Consideration - Margot Kaszap, Michael Power, Sylvie Rail (P20-26)
- The Roles of Spatial Auditory Perception and Cognition in the Accessibility of a Game Map with a First Person View - Antoine Gonot, Stephane Natkin, Marc Emerit, Noël Chateau (P27-43)
- The QASE API: A Comprehensive Platform for Games-Based AI Research and Education - Bernard Gorman, Martin Fredriksson, Mark Humphrys (P44-59)
2006
Vol 4, No 1 (2006)
- MHiCS, a Motivational Architecture of Action Selection for Non-Player Characters in Dynamic Environments - Gabriel Robert, Agnès Guillot (P5-16)
- Bots with Attitude - Penny Baillie-de-By (P17-28)
- Fast Decompression of Textures Using Vector Quantisation and Wavelet Decomposition - Stephen J McGlinchey (P29-38)
- Crowd Modelling for Military Simulations using Game Technology - Frederic D McKenzie, Mikel D Petty, Paul A Kruszewski, Ryland C Gaskins, Jennifer Seevinck, Eric W Weisel, Quynh-Ah H Nguyen (P39-58)
- Reinforcement Learning and Genetic Programming for Motion Acquisition - Adam Szarowicz, Jaroslaw Francik, Ewa Lach (P59-70)
- Species Diversity in Evolution of Game Tactics - Paulo Calado, João Pedro Neto, Helder Coelho (P70-73)
2005
Vol 3, No 2 (2005)
- A Multiplayer O.P.I.A.T.E. - C. R. Fairclough and P. Cunningham (P54-61)
- Designing Interactivity in Computer Games: a UML Approach - A. C. Siang, G.S.V Radha Krishan Rao (P62-69)
- Game based learning using web technologies - C. Bouras, V. Igglesis, V. Kapoulas, I. Misedakis, O. Dzianbenko, A. Koubek, M. Pirec and A. Sfiri (P70-87)
- The Analysis of Friendly NPC Behaviour - K. Mitchell (P88-96)
- How to Construct Tetris Configurations - H. J. Hoogeboom and W. A. Kosters (P97-105)
- Strategies for solving the N-goal problem - I. Wright (P106-118)
2004
Vol 3, No 1 (2004)
- Dynamic Strategy Creation and Selection Using Artificial Immune Systems - C. Fyfe (P1-6)
- A novel obsolescence-based approach to event delivery synchronization in multiplayer games - S. Ferretti and M. Roccetti (P7-19)
- A new method for 3D face model generation for personalized game characters. - T. Erdu (P20-28)
- Interactive Narrative Architecture based on Filmmaking Theory -M. S. El-Nasr (P29-36)
- A Petri Net Model for Computer Games Analysis - Stephane Natkin and Liliana Vega (P37-44)
- On-line Adaptation of Game Opponent AI with Dynamic Scripting - P. Spronck, I. Sprinkhuizen-Kuyper and E. Postma (P45-53)
2003
Vol 2, No 2 (2003)
- Video Based Motion Capture System as Intuitive Interface - Yoshiaki Akazawa, Yoshihiro Okada and Koichi Niijima (P64-71)
- A Six Dimensional Paradigm for Generating Emotions in Virtual Characters - P. Baillie-de Byl (P72-79)
- On-Line Coevolution for Action Games - P. Demasi and A. J. de O. Cruz (P80-88)
- On the Effect of Reduced Quality of Service in Multiplayer On-Line Games - J. Antila and J. Lakkakorpi (P89-95)
- Advergaming: A New Breed of Computer Games - P. Middleton & K. Harper (P96-100)
- Networking and Multiplayer Computer Games – The Story So Far - J. Smed, T. Kaukoranta and H. Hakonen (P101-110)
Vol 2, No 1 (2003)
- Coordinating piece movements in a semi-concurrent abstract board game - T. Pannérec (P5-10)
- Dynamic character animations - S. M. Grünvogel (P11-19)
- Improved opponent intelligence through offline learning - P. Spronck, I. Spinkhuizen and E. Postma (P20-27)
- Creating socially interactive no-player characters: The µ-SIV system - B. McNamee and P. Cunningham (P28-35)
- The execution kernel of RC++: RETE*, a faster RETE with TREAT as a special case - I. Wright and J. Marshall (P36-48)
- Video games in education - K. Squire (P49-62)
2002
Vol 1, No 1 (2002)
- Generating Dynamic Storylines through Characters Interactions - Fred Charles, Steven J. Mead and Marc Cavazza (P5-11)
- Animating Intelligent Games Characters Using Mesh Skinning - Zhigang Wen, Q.Mehdi, N. E. Gough (P12-17)
- AI Architectures for Games: A Review of 3D Accelerator Technology - D. Al-Dabass, R. Cant, N. Chia (P18-24)
- Artificial Player for Quake III Arena - J. M. P. van Waveren, L. J. M. Rothkrantz (P25-32)
- Component-Based Audio-Video Communication Tool for Network 3D Games - H. Sakomoto, Y. Okada, E. Itoh, M. Yamashita (P33-40)