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Conferences in DBLP

GAME-ON (gameon)
2003 (conf/gameon/2003)

  1. Simon L. Tomlinson, Andrew Davies, Stephane Assadourian
    Working at Thinking About Playing or A year in the life of a Games AI Programmer. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:5-12 [Conf]
  2. Stéphane Natkin
    Computer Games: A Paradigm for New Media and Arts in the XXI Century. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:13-19 [Conf]
  3. Kosuke Tsujino, Atsuhito Shigiya, Tomonori Izumi, Takao Onoye, Yukihiro Nakamura, Wataru Kobayashi
    A DSP-Based 3-D Sound Synthesis System for Moving Sound Images. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:23-0 [Conf]
  4. Michael J. Allen, Norman E. Gough, Quasim H. Mehdi, Brian Wink
    A Review of Eye-Tracking and Usability in Computer Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:26-0 [Conf]
  5. Cyrille Bertelle, Antoine Dutot, Sylvain Lerebourg, Damien Olivier, Guillaume Prévost
    An Actor Architecture to Develop Games for Blind Children. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:31-0 [Conf]
  6. Lubo Jankovic
    Emergent Modelling of Physics for Game Development. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:34-0 [Conf]
  7. Chris Fairclough, Padraig Cunningham
    A Multiplayer Case Based Story Engine. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:41-0 [Conf]
  8. Ruck Thawonmas, Hiroki Hassaku, Keisuke Tanaka
    Mimicry: Another Approach for Interactive Comedy. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:47-0 [Conf]
  9. Xin Zeng, Quasim H. Mehdi, Norman E. Gough
    An Inference Methodology for Reasoning About Visual Information for a Virtual Environment. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:53-0 [Conf]
  10. Zheng Zhang, Tony Kai Yun Chan
    Animating 9-Link Brachiation with Heuristic Control. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:61-0 [Conf]
  11. Koji Chadou, Yoshihiro Okada, Koichi Niijima
    Real-Time Motion Generation Based on Marionette Metaphor Using Two Analog Joysticks. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:69-0 [Conf]
  12. Börje Felipe Fernandes Karlsson
    Prototyping a Simple Layered Artificial Intelligence Engine for Computer Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:74-0 [Conf]
  13. Neil Madden
    Optimising RETE for Low-Memory Multiagent Systems. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:77-0 [Conf]
  14. Stéphane Natkin, Liliana Vega
    Petri Net Modelling for the Analysis of the Ordering of Actions in Computer Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:82-0 [Conf]
  15. Pieter Spronck, Ida G. Sprinkhuizen-Kuyper, Eric O. Postma
    On-Line Adaptation of Game Opponent AI in Simulation and in Practice. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:93-0 [Conf]
  16. Pedro Demasi, Adriano J. de O. Cruz
    Anticipating Opponent Behaviour Using Sequential Prediction and Real-Time Fuzzy Rule Learning. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:101-0 [Conf]
  17. Stephen J. McGlinchey
    Learning of AI Players From Game Observation Data. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:106-0 [Conf]
  18. Olga Dzianbenko, Maja Pivec, Christos Bouras, Vaggelis Igglesis, Vaggelis Kapoulas, Ioannis Misedakis
    A Web-Based Game for Supporting Game-Based Learning. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:111-0 [Conf]
  19. Christian Thurau, Christian Bauckhage, Gerhard Sagerer
    Combining Self Organizing Maps and Multilayer Perceptrons to Learn Bot-Behaviour for a Commercial Game. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:119-0 [Conf]
  20. Hussam Suliman, Quasim H. Mehdi, Norman E. Gough
    Ontology for Perception in Cognitive Agents and Synthetic Environments. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:127-0 [Conf]
  21. Marco Remondino
    Multi-Agent Based Modelling: from Social Simulation to Real Time Strategy Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:135-0 [Conf]
  22. Gabriel Robert, Agnès Guillot
    MHiCS, a Modular and Hierarchical Classifier Systems Architecture for Bots. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:140-0 [Conf]
  23. Daniel Rhodes, Richard Cant, David Al-Dabass
    Current Depth of Field Algorithms and Techniques for Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:147-0 [Conf]
  24. Yoshiaki Akazawa, Yoshihiro Okada, Koichi Niijima
    3D Scene Generation System and Its Intuitive Interface. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:152-0 [Conf]
  25. Daniel Rhodes, Richard Cant, David Al-Dabass
    A New Depth of Field Algorithm With Applications to Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:157-0 [Conf]
  26. Paul Thompson
    Behaviour Selection Using Neural Networks. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:165-0 [Conf]
  27. Adam Szarowicz, Marek Mittmann, Paolo Remagnino, Jaroslaw Francik
    Automatic Acquisition of Actions for Animated Agents. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:170-0 [Conf]
  28. Paulo Ribeiro, Francisco C. Pereira, Bruno Marques, Bruno Leitão, Amílcar Cardoso
    A Model for Creativity in Creature Generation. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:175-0 [Conf]
  29. Stefan Grünvogel, Stephan Schwichtenberg
    A System for Creating Simple Character Behaviours. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:180-0 [Conf]
  30. Michal Jakob
    Directional Extensions of Seek Steering Behaviour. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:187-0 [Conf]
  31. Léon J. M. Rothkrantz, Bogdan Tatomir, Luca Porzio
    Robot Rescue: A Rescue Service Based on Dynamic Routing. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:192-0 [Conf]
  32. Daniel Livingstone, Robert McDowell
    Fast Marching and Fast Driving: Combining Off-Line Search and Reactive AI. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:197-0 [Conf]
  33. Patrick Ehlert, Quint Mouthaan, Léon J. M. Rothkrantz
    A Rule Based and Probabilistic System for a Situation Recognition in a Flight Simulator. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:201-0 [Conf]
  34. Stefano Ferretti, Marco Roccetti
    The Design and Performance of a Receiver Initiated Event Delivery Synchronization Service for Interactive Multiplayer Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:211-0 [Conf]
  35. Alexandre L. G. Damasceno, Börje Felipe Fernandes Karlsson, Danielle Rousy D. da Silva
    A Generic Architecture for Multiplatform Wireless Game Development. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:219-0 [Conf]
  36. Börje Felipe Fernandes Karlsson, Danielle Rousy D. da Silva, Alexandre L. G. Damasceno
    Game Design for Wireless Devices. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:222-0 [Conf]
  37. Christian Reimann, Volker Paelke, Dirk Stichling
    Computer Vision Based Interaction for Mobile Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:227-0 [Conf]
  38. Julian Churchill, Richard Cant, David Al-Dabass
    Genetic Search Techniques for Line Play Generation in the Game of GO. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:233-0 [Conf]
  39. Jinchang Ren, Peter Astheimer, Ian Marshall
    A Generic Framework for Vision Based Interactive Board Games. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:238-0 [Conf]
  40. A. B. Meijer, H. Kopelaar
    Towards Multi-Objective Game Theory - With Application to Go. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:243-0 [Conf]
  41. Stuart Slater
    Rapid Application Development of Games for Undergraduate and Postgraduate Projects using DirectX. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:253-0 [Conf]
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