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  • 1. Avatare, Anneli
    et al.
    Jää-Aro, Kai-Mikael
    The APS/AMID Project1991Conference paper (Other academic)
  • 2.
    Barot, Camille
    et al.
    N Carolina State Univ, Dept Comp Sci, Raleigh, NC 27695 USA..
    Buro, Michael
    Univ Alberta, Dept Comp Sci, Edmonton, AB, Canada..
    Cook, Michael
    Univ London, Goldsmiths, London WC1E 7HU, England..
    Eladhari, Mirjam
    Stockholm Univiversity / University of Malta, Msida, Malta.
    Johansson, Magnus
    Uppsala universitet.
    Li, Boyang
    Disney Res, Pittsburgh, PA USA..
    Liapis, Antonios
    Univ Malta, Inst Digital Games, Msida, Malta..
    McCoy, Josh
    Amer Univ, Dept Comp, Washington, DC 20016 USA..
    Ontanon, Santiago
    Drexel Univ, Dept Comp Sci, Philadelphia, PA 19104 USA..
    Rowe, Jonathan
    N Carolina State Univ, Dept Comp Sci, Raleigh, NC 27695 USA..
    Tomai, Emmett
    Univ Texas Rio Grande Valley, Dept Comp Sci, Brownsville, TX USA..
    Verhagen, Harko
    Stockholm University.
    Zook, Alexander
    Georgia Inst Technol, Sch Interact Comp, Atlanta, GA 30332 USA..
    The AIIDE 2015 Workshop Program2016In: The AI Magazine, ISSN 0738-4602, Vol. 37, no 2, p. 91-94Article in journal (Refereed)
    Abstract [en]

    The workshop program at the 11th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held November 14-15, 2015, at the University of California, Santa Cruz, USA. The program included four workshops (one of which was a joint workshop): Artificial Intelligence in Adversarial Real-Time Games, Experimental AI in Games, Intelligent Narrative Technologies and Social Believability in Games, and Player Modeling. This article contains the reports of three of the four workshops.

  • 3.
    Neuhofer, Erik Joachim
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Zelenka af Rolén, Samuel
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Feature Creep Perception in Game Development: Exploring the role of feature creep in development methods and employee engagement2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Game developers often find themselves coming up with ideas along the production period of a game varying in size and may go unnoticed or seem insignificant to the scope of the project but in the long run add up to break deadlines, budget and affect the morale and engagement of developers. In the modern game development industry agile development methods have increased in popularity allowing flexibility in the development process. This agile approach has emerged from traditional software development where waterfall development methods are common practice (Kanode and Haddad, 2009). Through in-depth interviews with developers from Sweden, Finland, and the United Kingdom this study aims to explore how feature creep is perceived by the individual developer and its effect on the day-to-day development. The ambition is to establish whether feature creeping as a phenomenon can be a useful tool for innovation and work culture. 

    Download full text (pdf)
    The Feature Creep Perception in Game Development - Neuhofer, Zelenka af Rolén
  • 4.
    Rodela, Romina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Environmental Science. Wageningen University & Research, Wageningen, the Netherlands.
    Pérez-Soba, Marta
    Wageningen University & Research, Wageningen, the Netherlands / European Commission Joint Research Centre Ispra, Italy.
    Bregt, Arnold
    Wageningen University & Research, Wageningen, the Netherlands.
    Verweij, Peter
    Wageningen University & Research, Wageningen, the Netherlands.
    Spatial decision support systems: Exploring differences in pilot-testing with students vs. professionals2018In: Computers, Environment and Urban Systems, ISSN 0198-9715, E-ISSN 1873-7587, Vol. 72, p. 204-211Article in journal (Refereed)
    Abstract [en]

    This study explores the implications of engaging students vs. professionals / stakeholders in pilot-testing of SDSS and discusses likely differences in terms of experiences and outcomes for the given pilot-test. To this end we use data collected during two pilot tests of a novel SDSS. The pilot-tests were done with two different groups; one made of thirteen doctoral students, while the other of twelve professionals / stakeholders. The pilot-test served to gather feedback on SDSS usability and other aspects of interest to the development team. Based on the outcomes obtained we develop an analytical framework meant to summarise key aspects impacting on how different (tester) profiles will engage during a pilot, and on feedback they provide. These key aspects include expertise, stage of life, and institutional context (ESI). This framework could offer some help to SDSS / DSS development teams in planning, organizing, and delivering pilot-test, and processing the assessments received.

    Download full text (pdf)
    fulltext
  • 5. Schneider, Sascha
    et al.
    Schmidt, Michael
    Luckas, Volker
    Lenz, Gunther
    Reichl, Thomas
    Brandstätter, Wilhelm
    Redl, Christian
    Svensson, Gert
    Jää-Aro, Kai-Mikael
    KTH.
    Bochon, Alain
    Faure, René-Michel
    Schäfer, Klaus
    Koch, Rainer
    Ajuria, José Luis
    Review of existing VR systems, Adaptability to VIRTUALFIRES: Deliverable 2.62002Report (Other academic)
  • 6. Schneider, Sascha
    et al.
    Schmidt, Michael
    Luckas, Volker
    Lenz, Gunther
    Reichl, Thomas
    Brandstätter, Wilhelm
    Redl, Christian
    Svensson, Gert
    Jää-Aro, Kai-Mikael
    KTH.
    Bochon, Alain
    Faure, René-Michel
    Schäfer, Klaus
    Koch, Rainer
    Ajuria, José Luis
    Selection of developer tools, Specification of planned system capabilities (software): VIRTUALFIRES : Deliverables 2.2 & 2.42002Report (Other academic)
  • 7. Schneider, Sascha
    et al.
    Schmidt, Michael
    Luckas, Volker
    Lenz, Gunther
    Reichl, Thomas
    Svensson, Gert
    Jää-Aro, Kai-Mikael
    KTH.
    Review of existing VR systems, Adaptability to VIRTUALFIRES: Deliverable 2.52002Report (Other academic)
  • 8. Schneider, Sascha
    et al.
    Schmidt, Michael
    Reichl, Thomas
    Jää-Aro, Kai-Mikael
    KTH.
    Sjögreen, Björn
    Svensson, Gert
    Ajuria, José Luis
    Redl, Christian
    Brandstätter, Christian
    Report on available developer tools, Report on available system capabilities (hardware): VIRTUALFIRES : Deliverables 2.1 & 2.32001Report (Other academic)
1 - 8 of 8
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