2009 Accepted Papers

3D Visualization and Animation of Crowd Simulation Using a Game Engine10.5176/978-981-08-3190-5_455
Agent-Based Simulation for Infrastructure Protection and Emergency Evacuation Training10.5176/978-981-08-3190-5_CGAT16
Automatic Level Difficulty Adjustment in Platform Games Using Genetic Algorithm Based Methodology10.5176/978-981-08-3190-5_482
Automatically Adjusting Player Models for Given Stories in Role-Playing Games10.5176/978-981-08-3190-5_427
Benefiting from Computer Games in Learning Science from Teachers’ Perspective: Is It Possible?10.5176/978-981-08-3190-5_CGAT6
Case Study: an Artist’s Residency within a Singaporean Gaming Company10.5176/978-981-08-3190-5_CGAT1
Cellular Flocking: Improving the performance of Agent Based Crowds10.5176/978-981-08-3190-5_314
Character Animation: Learning From Feature Film Techniques10.5176/978-981-08-3190-5_460
Cheshire: Towards an Alice Based Game Development Tool10.5176/978-981-08-3190-5_468
Creating Behavior Authoring Environment for Everyday Users10.5176/978-981-08-3190-5_391
Deriving Displacement from a 3 axis Accelerometer10.5176/978-981-08-3190-5_CGAT17
Design and Implementation of Intelligent Physics System10.5176/978-981-08-3190-5_425
Driver Behaviour Analysis in a Simulated Environment10.5176/978-981-08-3190-5_CGAT2
Efficient Connection Graph Generation for Waypoints in Virtual Environments10.5176/978-981-08-3190-5_466
Heuristic-Based Learning in Abstraction Moving Target Search10.5176/978-981-08-3190-5_457
Honesty in Meta-gaming10.5176/978-981-08-3190-5_CGAT13
iDome: Immersive gaming with the Unity3D game engine10.5176/978-981-08-3190-5_458
JeuxDeMots and PtiClic: games for vocabulary assessment and lexical acquisition10.5176/978-981-08-3190-5_CGAT9
New Texture Coordinate Representation Exploiting Texture Patch Formation10.5176/978-981-08-3190-5_463
mni-directional Stereoscopic Fisheye Images for Immersive Hemispherical Dome Environments10.5176/978-981-08-3190-5_453
Operative Series (OpS): a platform independent carrier mechanism for game accessibility and AI10.5176/978-981-08-3190-5_484
Path-Finding with Motion Constraints in Real Time Strategies10.5176/978-981-08-3190-5_415
Raising Heart Rate with Dance Pad Based Computer Games10.5176/978-981-08-3190-5_454
Real-time Character Motion Control Using Data Gloves10.5176/978-981-08-3190-5_473
Real-Time Imitation Based Learning for Commercial Fighting Games10.5176/978-981-08-3190-5_301
Real-time Ship Motion Prediction System10.5176/978-981-08-3190-5_470
Sentiment Recognition by Rule Extraction from Support Vector Machines10.5176/978-981-08-3190-5_CGAT3
Skill-mirroring control systems10.5176/978-981-08-3190-5_CGAT18
Surface Normal Data Compression Using XOR-based Prediction10.5176/978-981-08-3190-5_461
The Asian Mule in Cyberspace: Building Game Controllers from Locally Appropriate Materials10.5176/978-981-08-3190-5_CGAT19
The Colour Variables of Visual Unrealisms in Computer Games10.5176/978-981-08-3190-5_CGAT5
The Educational Value of Metaphorical FPS Games10.5176/978-981-08-3190-5_CGAT7
The Music and Emotion Driven Game Engine: Ideas and Games10.5176/978-981-08-3190-5_Workshop2
The Use of Narrative in the Prototyping of Serious Games for Criminal Investigation10.5176/978-981-08-3190-5_477
Towards an Evenly Match Opponent AI in Turn-based Strategy Games10.5176/978-981-08-3190-5_290
Video Games Design and Development: The challenges of relevance and delivery against an evolving professional landscape10.5176/978-981-08-3190-5_CGAT8
Virtual Hair Attachment: A Novel Approac10.5176/978-981-08-3190-5_CGAT14
Virtual Hair Simulation: A Performance Analysis Based on Geometric Representations10.5176/978-981-08-3190-5_CGAT4
Visual Authoring Tool for Creating Visual Novel Games10.5176/978-981-08-3190-5_CGAT15