Gillian Smith

Orcid: 0000-0002-2765-7702

Affiliations:
  • Worcester Polytechnic Institute, Department of Computer Science, MA, USA


According to our database1, Gillian Smith authored at least 76 papers between 2008 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
Procedural Content Generation via Knowledge Transformation (PCG-KT).
IEEE Trans. Games, March, 2024

Disciplining Games.
Game Stud., 2024

Pairing Ungrading with Project-Based Learning in CS1 for Inherently Flexible Course Design.
Proceedings of the 55th ACM Technical Symposium on Computer Science Education, 2024

Game Development as Project-Based Learning: Synthesizing Postmortems of Student-Created Mobile Games.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Is Resistance Futile?: Early Career Game Developers, Generative AI, and Ethical Skepticism.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024

The Matrix of Discomfort: Reimagining Critical AI Artwork through a Lens of Organic Creative Spaces.
Proceedings of the 16th Conference on Creativity & Cognition, 2024

2023
Impact of BCI-Informed Visual Effect Adaptation in a Walking Simulator.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Examining Early Professionals' use of Generative AI in the Game Development Process.
Proceedings of the Experimental Artificial Intelligence in Games Workshop co-located with the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2023), 2023

Exploring the Role of AI-Generated Feedback Tangential to Learning Outcomes.
Proceedings of the IEEE Conference on Games, 2023

WheelUp! Developing an Interactive Electric-power Wheelchair Virtual Training Environment.
Proceedings of the IEEE Conference on Games, 2023

Stackable Music: A Marker-Based Augmented Reality Music Synthesis Game.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

2022
Guided Feature Identification and Removal for Resource-constrained Firmware.
ACM Trans. Softw. Eng. Methodol., 2022

Danesh: Interactive Tools for Understanding Procedural Content Generators.
IEEE Trans. Games, 2022

Rethinking networked collaboration in the live coding environment Gibber.
Proceedings of the 22nd International Conference on New Interfaces for Musical Expression, 2022

"My Brain Does Not Function That Way": Comparing Quilters' Perceptions and Motivations Towards Computing and Quilting.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

2021
Procedural Patchwork: Community-Focused Generative Design for Quilting.
Proceedings of the 13th ACM SIGCHI Conference on Creativity and Cognition, 2021

2020
What Do Students Learn About Experimental Research by Designing Interactive Fiction Games?
Proceedings of the Interdisciplinarity in the Learning Sciences: Proceedings of the 14th International Conference of the Learning Sciences, 2020

Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Towards a Critical Technical Practice of Narrative Intelligence.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Towards Automatically Abridging Game Levels.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

2019
Integrating Automated Play in Level Co-Creation.
CoRR, 2019

Evaluation of an automatically-constructed graph-based representation for interactive narrative.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

General Analytical Techniques For Parameter-Based Procedural Content Generators.
Proceedings of the IEEE Conference on Games, 2019

Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Is My Game OK Dr. Scratch?: Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEM.
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019

2018
Games crafters play.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Exploratory Automated Analysis of Structural Features of Interactive Narrative.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

A Monte Carlo Approach to Skill-Based Automated Playtesting.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Explainable PCGML via Game Design Patterns.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

A Design Pattern Approach for Multi-Game Level Generation.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Introduction.
Interactions, 2017

Designing craft games.
Interactions, 2017

Design of Playful Authoring Tools for Social and Behavioral Science.
Proceedings of the Companion Publication of the 22nd International Conference on Intelligent User Interfaces, 2017

What do we value in procedural content generation?
Proceedings of the International Conference on the Foundations of Digital Games, 2017

AI-assisted analysis of player strategy across level progressions in a puzzle game.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Designing <i>eBee</i>: a reflection on quilt-based game design.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Exploring emerging design patterns in student-made climate change games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Mixed-Initiative Creative Interfaces.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Generative Design for Textiles: Opportunities and Challenges for Entertainment AI.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Demo hour.
Interactions, 2016

Feminism and procedural content generation: toward a collaborative politics of computational creativity.
Digit. Creativity, 2016

Design Insights into the Creation and Evaluation of a Computer Science Educational Game.
Proceedings of the 47th ACM Technical Symposium on Computing Science Education, 2016

Standing on the Shoulders of Citizens: Exploring Gameful Collaboration for Creating Social Experiments.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

Opening the Black Box of Play: Strategy Analysis of an Educational Game.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

eBee: Merging Quilting, Electronics & Board Game Design.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

<i>Threadsteading</i>: Playful Interaction for Textile Fabrication Devices.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
eBee: an electronics quilting bee and game.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Visual Information Vases: Towards a Framework for Transmedia Creative Inspiration.
Proceedings of the Sixth International Conference on Computational Creativity, 2015

AI-based Game Design Patterns.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

An Analog History of Procedural Content Generation.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Formalizing Non-Formalism: Breaking the Rules of Automated Game Design.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

AI-based Games: Contrabot and What Did You Do?
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Towards a Procedural Evaluation Technique: Metrics for Level Design.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2014
Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report.
AI Mag., 2014

A comparative evaluation of procedural level generators in the Mario AI framework.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Understanding procedural content generation: a design-centric analysis of the role of PCG in games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Endless Web.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Preface.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

2012
Expressive Design Tools: Procedural Content Generation for Game Designers.
PhD thesis, 2012

Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops.
AI Mag., 2012

The five year evolution of a game programming course.
Proceedings of the 43rd ACM technical symposium on Computer science education, 2012

PCG-based game design: creating Endless Web.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Keynotes [abstracts of three keynote presentations].
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Launchpad: A Rhythm-Based Level Generator for 2-D Platformers.
IEEE Trans. Comput. Intell. AI Games, 2011

Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design.
IEEE Trans. Comput. Intell. AI Games, 2011

The 2010 Mario AI Championship: Level Generation Track.
IEEE Trans. Comput. Intell. AI Games, 2011

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games.
Proceedings of the Interactive Storytelling, 2011

Lessons in teaching game design.
Proceedings of the Foundations of Digital Games, 2011

PCG-based game design: enabling new play experiences through procedural content generation.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

2010
Tanagra: a mixed-initiative level design tool.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Polymorph: dynamic difficulty adjustment through level generation.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Analyzing the expressive range of a level generator.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Tanagra: An Intelligent Level Design Assistant for 2D Platformers.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Polymorph: A Model for Dynamic Level Generation.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Rhythm-based level generation for 2D platformers.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

2008
A framework for analysis of 2D platformer levels.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008


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