Game Design and Digital Media Research Publications
D. Mauriello, "Creation of a Deformable Digital Larynx for Surgical Instruction." The Journal of Biocommunication, Vol. 39, No.1, 2013.
S. Rank, S. Hoffmann, H.-G. Struck, U. Spierling, S. Mayr and P. Petta, "Authoring vs. Configuring: Affective Agents for Interactive Storytelling," Applied Artificial Intelligence, forthcoming.
S. Rocheleau, G. Muschio, J. Malazita, M. Petrovich and J. Mohan, "STAR Scholars and Digital Cultural Heritage." Council on Undergraduate Research, Vol. 34, No.2, 2013, in press.
M. Skowron, M. Theunis, S. Rank and A. Kappas, "Affect and Social Processes in Online Communication--Experiments with an Affective Dialog System," IEEE Transactions on Affective Computing, 4(3):267-279, doi:10.1109/T-AFFC.2013.16, 2013.
M.G. Wagner, "Lerntheoretische Grundlagen von Online Spielen," Erziehung und Unterricht, 2013/5+6, in press.
M.G. Wagner, "Aufwachsen in einer medialen Partizipationskultur. Vier Leitsätze für die Schule des 21. Jahrhunderts." Kirche und Schule, Vol. 166, pp. 3-7, 2013.
J. Zhu and S. Ontañòn, "Shall I Compare Thee to Another Story: An Empirical Study of Analogy-Based Story Generation," IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), Special Issue on Computational Narratives, in press. Santiago Ontañón (2013) The Combinatorial Multi-Armed Bandit Problem and its Application to Real-Time Strategy Games, In AIIDE 2013. (Acceptance ratio: 27.3%, 15/55) (*best paper award!*)
Alberto Uriarte, Santiago Ontañón (2013) PSMAGE: Balanced Map Generation for StarCraft. In IEEE-CIG 2013
Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss (2013) A Survey on Real-Time Strategy Game AI Research and Competition in StarCraft. In Transactions of Computational Intelligence and AI in Games (TCIAIG), Volume 5, Issue 4, pages 1 - 19.
Santiago Ontañón and Michael Floyd (2013) A Comparison of Case Acquisition Strategies for Learning from Observations of State-based Experts. In FLAIRS 2013.
Sam Snodgrass, Santiago Ontañón (2013) Generating Maps Using Markov Chains. In AIIDE 2013 workshop on AI for Game Aesthetics. To appear.
M.G. Wagner, "Kompetenzorientierung aus medientheoretischer Sicht," Medienbrief des Medienzentrums Rheinland, December 2012, pp. 44-47.
J. Zhu and D. F. Harrell, "Narrating System Intentionality: Copycat and the Artificial Intelligence Hermeneutic Network," Leonardo Electronic Almanac, vol. 17, 2012. &ohttp://www.leoalmanac.org/vol17-no2-narrating-system-intentionality.
P.J. Diefenbach, "Practical Game Design and Development Pedagogy." IEEE Computer Graphics and Applications 31, 3, pp. 84-88, May 2011.
J. Zhu and D. F. Harrell, "Computational Narration of Inner Thought: Memory, Reverie Machine," Hyperrhiz: New Media Cultures, 2011.
L. Mandilian, P.J. Diefenbach and Y. Kim, "Information Overload: A Collaborative Dance Performance," IEEE Multimedia, vol. 17, no. 1, pp. 8-13, Jan. 2010.
P.J. Diefenbach, "Teaching Soft-skills: Digital Game Development in a Multi-Discipline Environment", Computer Graphics Forum Journal, Volume 27(2), 2008.
Conference & Workshop Publications (Peer-Reviewed)
Gross and M.G. Wagner, "Interactive cable installation: designing a game-based learning tool for cable technicians," in Proceedings of the 6th International Conference of Education, Research and Innovation (ICERI2013), Seville, Spain, November 18-20, 2013, in press.
K. Martin and D. Mauriello, "3D Simulation: A New Embodiment for Historic Fashion," in Proceedings of the International Conference in Culture and Computing (Culture and Computing 2013), Kyoto, Japan, 2013, in press.
K. Martin and D. Mauriello, "Motion and Embodiment: 3D Simulations for Historic Fashion," in Proceedings of the Digital Heritage International Congress 2013, Marseille, France, 2013, in press.
R. Speck and P.J. Diefenbach, "Asymmetrical gameplay across heterogeneous devices: designing a lexicon for cross-platform development," in SIGGRAPH Posters 2013: 70.
J. Valls-Vargas, S. Ontañòn, and J. Zhu, "Toward Character Role Assignment for Natural Language Stories," in Proceedings of the Sixth Workshop on Intelligent Narrative Technologies (INT 6), Boston, MA, 2013, in press.
J. Valls-Vargas, S. Ontañòn, and J. Zhu, "Towards Story-Based Content Generation: From Plot-Points to Maps," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG-2013), pp. 17-24.
M.G. Wagner, "Gaming the Schools: Lessons Learned," in Proceedings of the Games Learning and Society Conference (GLS 9.0), Madison, WI, June 12-14, 2013, in press.
M.G. Wagner and T. Wernbacher, "Iterative Didactic Design of Serious Games," in Proceedings of the Foundations of Digital Games Conference (FDG13), Chania, Greece, May 14-17, 2013, pp. 346-351.
M.G. Wagner, "On the Gamification of Education," in Proceedings of the 7th International Technology, Education and Development Conference (INTED2013), Valencia, Spain, March 4-5, 2013, pp. 2027-2035.
J. Zhu and S. Ontañòn, "Evaluating Analogy-Based Story Generation: An Empirical Study," in Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), in press.
Y. Zhu and J. Zhu, "StoryJam: Supporting Collective Storytelling with Game Mechanics," in Proceedings of the Sixth International Conference on Interactive Digital Storytelling (ICIDS 2013), Istanbul, Turkey, 2013, in press.
2012Alberto Uriarte, Santiago Ontañón (2012) Kiting in RTS Games Using Influence Maps. In AIIDE 2012 workshop on Artificial Intelligence in Adversarial Real-Time Games. [pdf] Santiago Ontañón (2012) Case Acquisition Strategies for Case-Based Reasoning in Real-Time Strategy Games. In FLAIRS 2012. [pdf from AAAI]
S. Ontañòn, J. Zhu, and E. Plaza, "Case-Based Story Generation through Story Amalgamation," in Proceedings of 2012 ICCBR TRUE workshop (Traces for Reusing Users' Experiences - Cases, Episodes, and Stories), Lyon, France, 2012, pp. 223 – 232.
T. Wernbacher, A. Pfeiffer, M.G. Wagner and J. Hofstätter, "Learning by Playing: Can Serious Games be fun?" in Proceedings of the 6th European Conference on Games Based Learning (ECGBL 2012), Cork, Ireland, October 4-5, 2012, pp. 533-541.
J. Zhu, "Designing An Interdisciplinary User Evaluation for the Riu Computational Narrative System," in Proceedings of the Fifth International Conference on Interactive Digital Storytelling (ICIDS), San Sebastian, Spain, 2012, pp. 126-131.
J. Zhu, "Towards a New Evaluation Approach in Computational Narrative Systems," in Proceedings of the Third International Conference on Computational Creativity, Dublin, Ireland, 2012, pp. 150-154.
Santiago Ontañón, Josep Lluis Arcos, Josep Puyol-Gruart, Eusebio Carasusan, Daniel Giribet, David de La Cruz, Ismel Brito and Carlos Lopez Del Toro (2012) GENA: A Case-Based Approach to the Generation of Audio-visual Narratives. In ICCBR 2012, pp. 297 - 311. [pdf]
S. Ontañòn and J. Zhu, "On the Role of Domain Knowledge in Analogy-Based Story Generation," in Proceedings of the Twenty-Second International Joint Conferences on Artificial Intelligence (IJCAI-2011), Barcelona, Spain, 2011, pp. 1717-1722.
S. Ontañòn and J. Zhu, "The SAM Algorithm for Analogy-Based Story Generation," in Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2011), Palo Alto, CA, 2011, pp. 67-72.
J. H. Sizemore and J. Zhu, "Interactive Non-Fiction: Towards a New Approach for Storytelling in Digital Journalism," in Proceedings of the Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, Canada, 2011, pp. 313-316.
J. Zhu, K. Ingraham, and J. M. Moshell, "Back-Leading through Character Status in Interactive Storytelling," in Proceedings of the Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, Canada, 2011, pp. 31-36.
J. Zhu, K. Ingraham, J. M. Moshell, and S. Ontañòn, "Towards a Computational Model of Character Status in Interactive Storytelling," in Proceedings of the 8th ACM Conference on Creativity and Cognition, Atlanta, GA, 2011, pp. 409-410.
J. Zhu, S. Ontañòn, and B. Lewter, "Representing Game Characters' Inner Worlds through Narrative Perspectives," in Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), Bordeaux, France, 2011, pp. 204-210.
J. Zhu, J. M. Moshell, S. Ontañòn, E. Erbiceanu, and C. Hughes, "Why can't a virtual character be more like a human: A mixed initiative approach to believable agents," in Proceedings of HCI International 2011, Orlando, FL, 2011, pp. 289-296.
Kathryn Genter, Santiago Ontañón and Ashwin Ram (2011) Learning Opponent Strategies through First Order Induction. In Florida Artificial Intelligence Research Scociety Conference (FLAIRS 2011). pp. 482 - 483. [pdf]
P.J. Diefenbach, K. Oum and F. Reisman, "Transition to Teaching: 3D Classroom Simulation and Management," in Proceedings of the IEEE Games Innovation conference (GIC), Hong Kong, December 2010.
G. Muschio, "Philadelphia USA: The use of urban historical archaeology and digital technologies to interpret and better understand the birth of a nation," in Proceedings the 15th International Congress Cultural Heritage and New Technologies, Vienna, Austria, 2010, pp. 250- 258.
K. Oum, H. Ayaz, P.A. Shewokis, P.J. Diefenbach, "MindTactics: A Brain Computer Interface Gaming Platform," in Proceedings of the IEEE Games Innovation conference (GIC), Hong Kong, December 2010. Manish Mehta, Santiago Ontañón and Ashwin Ram (2010) Meta-Level Behavior Adaptation in Real-Time Strategy Games. In ICCBR 2010 workshop on CBR for Computer Games, pp. 3 - 14. [pdf]
Ben G. Weber and Santiago Ontañón (2010) Using Automated Replay Annotation for Case-Based Planning in Games. In ICCBR 2010 workshop on CBR for Computer Games, pp. 15 - 24. [pdf]
Pedro-Pablo Gómez Martín, David LLansó, Marco Antonio Gómez Martín, Santiago Ontañón and Ashwin Ram (2010)
MMPM: a Generic Platform for Case-Based Planning Research. In ICCBR 2010 workshop on CBR for Computer Games, pp 45 - 54.[pdf]
Santiago Ontañón and Enric Plaza (2010) Empirical Argumentation: Integrating Induction and Argumentation in MAS. In AAMAS 2010 Workshop on Argumentation in Multiagent Systems (ArgMAS 2010), pp. 163 - 180. [pdf]
R. Migneco, T. Doll, J. Scott, C. Hahn, P.J. Diefenbach and Y. Kim, "An Audio Processing Library for Game Development in Flash," in Proceeding of the IEEE Consumer Electronic Society's Games Innovation Conference (London, England, August 25-28, 2009). ICE-GIC 2009.
W. Muto, J. Dobies and P.J. Diefenbach, "Applications of Multitouch & Gaming Technology for the Classroom," in Proceedings of Eurographics 2009, Germany, April 2009.
P.J. Diefenbach, "Creating a Multi-Discipline Gaming Curriculum: Avoiding Mistakes, Missteps, and Growing Pains," in Proceedings of SIGGRAPH Asia 2008, Singapore, December 2008.
P.J. Diefenbach, D. Letarte, Ch. Redmann, R. Ellenberg and P. Oh, "Extending Animator Tool Sets for Humanoid Robotics," in Proceedings of the 5th International Conference on Ubiquitous Robots and Ambient Intelligence (URAI 2008), Seoul, Korea, November 2008.
L.E. Mandilian, P.J. Diefenbach and Y. Kim, "Information overload: a collaborative dance performance." in Proceedings of the 1st ACM Workshop on Semantic Ambient Media Experiences, SAME 2008, Vancouver, 2008, pp. 57-60.
P.J. Diefenbach, W. Muto, S. Colucci, Ch. Cunanan, J. Dobies, J. Grow and M. Smith, "Planet Diggum: Multi-point Touch and Gesture Control of Gaming Environments," in Proceedings of the Distributed Multimedia Systems Conference (DMS'2007), San Francisco, CA, 2007.
S. Rank, "What Issue Should Your Virtual Butler Solve Next?" in Your Virtual Butler: The Making of, R. Trappl, Ed., New York: Springer, 2013.
M. Skowron and S. Rank, "Interacting with Collective Emotions," in Collective Emotions, C. Von Scheve and M. Salmela, Eds., Oxford University Press, forthcoming.
J. Zhu, "Dialogue Systems," in Johns Hopkins Guidebook to the Digital Humanities, L. Emerson, M.-L. Ryan, and B. Robertson, Eds., Baltimore: Johns Hopkins University Press, forthcoming.
J. Zhu and D. F. Harrell, "A Journey along the Borderland: A Critical Approach to Artificial Intelligence-Based Literary Practice" in Arts: A Science Matter, L. Lam, Ed., Singapore: World Scientific, 2011, pp. 222-246.
2010Santiago Ontañón and Ashwin Ram (2011) Case-Based Reasoning and User-Generated AI for Real-Time Strategy Games. In Pedro Antonio González-Calero and Marco Antonio Gómez-Martín (Editors), Artificial Intelligence for Computer Games, pp. 103-124. Springer-Verlag. [pdf]
Søren Tranberg, Santiago Ontañón (2010) A Framework for Multi Player Robot Games. In Proceedings of International Conference in Social Robotics(ICSR 2010). Lecture Notes in Artificial Intelligence 6414, pp. 131 - 140. [pdf]
Andrea Corradini, Manish Mehta, Santiago Ontañón, and Juel Henrichsen (2010) Textual vs. Graphical Interaction in an Interactive Fiction Game: Lessons Learned. In proceedings of International Conference on Interactive Digital Storytelling (ICIDS 2010). pp. 228 - 231. [pdf]
K. Mitgutsch, S. Huber, M.G. Wagner, J. Wimmer and H. Rosenstingl, Eds., "Context Matters! Exploring and Reframing Games in Context. Proceedings of the Vienna Games Conference 2013." New Academic Press, Vienna, Austria, 2013.