A general technique is proposed to deal with the formalization of intuition and human-oriented concepts in competition thinking games like chess, such as defensive play, attack, t...
The video game heritage is being preserved especially on the Web: comments, screenshots, sounds, videos, etc. But one important element is missing: the environment in which we pla...
Academics and industry professionals alike have long been interested in developing a nuanced and empirically sound typography of online gamers. Designers and engineers are aware o...
This paper presents a gameplay experience model, assesses its potential as a tool for research and presents some directions for future work. The presented model was born from obse...
This paper introduces the concept of Social Adaptability, a characteristic of games that are explicitly designed to function in changing social environments, and provides initial ...
In contrast to machined mechanical parts, the 3D shapes encountered in biomedical or styling applications contain many tubular parts, protrusions, engravings, embossings, folds, a...
Ignacio Llamas, Alexander Powell, Jarek Rossignac,...
We present two user interfaces for the interactive control of dynamically-simulated characters. The first interface uses an ‘action palette’ and targets sports prototyping ap...
So far extending light field rendering to dynamic scenes has been trivially treated as the rendering of static light fields stacked in time. This type of approaches requires inp...
This paper presents a technique for mapping relief textures onto arbitrary polygonal models in real time. In this approach, the mapping of the relief data is done in tangent space...