Ian Parberry

Orcid: 0000-0003-2194-2817

Affiliations:
  • University of North Texas, Denton, USA
  • University of Warwick, Coventry, UK (PhD 1984)


According to our database1, Ian Parberry authored at least 69 papers between 1984 and 2022.

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Timeline

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Bibliography

2022
Classification of Video Game Player Experience Using Consumer-Grade Electroencephalography.
IEEE Trans. Affect. Comput., 2022

2020
Tourneys and the Fast Generation and Obfuscation of Closed Knight's Tours.
CoRR, 2020

Music Upscaling Using Convolutional Neural Networks.
Proceedings of the SSIP 2020: 2020 3rd International Conference on Sensors, 2020

2015
Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions.
IEEE Trans. Comput. Intell. AI Games, 2015

Modality specific assessment of video game player's experience using the Emotiv.
Entertain. Comput., 2015

Solving the (<i>n</i><sup>2</sup> - 1)-Puzzle with 8/3 <i>n</i><sup>3</sup> Expected Moves.
Algorithms, 2015

Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Evaluating Electroencephalography Engagement Indices During Video Game Play.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2013
Real-time rendering of melting objects in video games.
Proceedings of the 18th International Conference on Computer Games: AI, 2013

Real-time rendering of burning solid objects in video games.
Proceedings of the 18th International Conference on Computer Games: AI, 2013

2012
Emergent Economies for Role Playing Games.
Int. J. Intell. Games Simul., 2012

2011
Randomness + Structure = Clutter: A Procedural Object Placement Generator.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

A prototype quest generator based on a structural analysis of quests from four MMORPGs.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

Towards fast, believable real-time rendering of burning objects in video games.
Proceedings of the Foundations of Digital Games, 2011

2010
Controlled Procedural Terrain Generation Using Software Agents.
IEEE Trans. Comput. Intell. AI Games, 2010

2007
Toward mobile entertainment: A paradigm for narrative-based audio only games.
Sci. Comput. Program., 2007

Algorithm explorer: visualizing algorithms in a 3D multimedia environment.
Proceedings of the 38th SIGCSE Technical Symposium on Computer Science Education, 2007

2006
Real time dynamic wind calculation for a pressure driven wind system.
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, 2006

Digital gaming as a vehicle for learning.
Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, 2006

The art and science of game programming.
Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, 2006

2005
A 4-geometry maze router and its application on multiterminal nets.
ACM Trans. Design Autom. Electr. Syst., 2005

Portholes and planes: faster dynamic evaluation of potentially visible sets.
Comput. Entertain., 2005

Experience with an industry-driven capstone course on game programming: extended abstract.
Proceedings of the 36th SIGCSE Technical Symposium on Computer Science Education, 2005

Clouds and stars: efficient real-time procedural sky rendering using 3D hardware.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

Designing a narrative-based audio only 3D game engine.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
From Artistry to Automation: A Structured Methodology for Procedural Content Creation.
Proceedings of the Entertainment Computing, 2004

2002
Things a computer scientist rarely talks about.
SIGACT News, 2002

2000
Report on the 6th international meeting on DNA-based computers.
SIGACT News, 2000

How to present a paper in theoretical computer science: a speaker's guide for students.
SIGACT News, 2000

Editor's Letter.
SIGACT News, 2000

1998
Everything you wanted to know about the running time of Mergesort but were afraid to ask.
SIGACT News, 1998

1997
An Efficient Algorithm for the Knight's Tour Problem.
Discret. Appl. Math., 1997

Bounds on the Number of Knight's Tours.
Discret. Appl. Math., 1997

1996
Paul Erdos (1913-1996).
SIGACT News, 1996

Scalability of a neural network for the knight's tour problem.
Neurocomputing, 1996

Are Hopfield Networks Faster than Conventional Computers?
Proceedings of the Advances in Neural Information Processing Systems 9, 1996

1995
Problems on Algorithms.
SIGACT News, 1995

Surfing the Web.
SIGACT News, 1995

Load Sharing with Parallel Priority Queues.
J. Comput. Syst. Sci., 1995

A Real-Time Algorithm for the (n²-1)-Puzzle.
Inf. Process. Lett., 1995

Problems on algorithms.
Prentice Hall, ISBN: 978-0-13-433558-2, 1995

1994
Two Fast Parallel Prime Number Sieves
Inf. Comput., October, 1994

Exponential Size Lower Bounds for Some Depth Three Circuits
Inf. Comput., July, 1994

A form for referees in theoretical computer science.
SIGACT News, 1994

Learning with Discrete Multi-valued Neurons.
J. Comput. Syst. Sci., 1994

1992
A note on the complexity of reliability in neural networks.
IEEE Trans. Neural Networks, 1992

The Pairwise Sorting Network.
Parallel Process. Lett., 1992

Computing with Discrete Multi-Valued Neurons.
J. Comput. Syst. Sci., 1992

1991
Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes.
SIAM J. Comput., 1991

A Computer-Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks.
Math. Syst. Theory, 1991

On the Computational Complexity of Optimal Sorting Network Verification.
Proceedings of the PARLE '91: Parallel Architectures and Languages Europe, 1991

1990
The journal review column.
SIGACT News, 1990

Single-Exception Sorting Networks and the Computational Complexity of Optimal Sorting Network Verification.
Math. Syst. Theory, 1990

An Optimal Time Bound for Oblivious Routing.
Algorithmica, 1990

1989
A Note on Nondeterminism in Small, Fast Parallel Computers.
IEEE Trans. Computers, 1989

A guide for new referees in theoretical computer science.
SIGACT News, 1989

Relating Boltzmann machines to conventional models of computation.
Neural Networks, 1989

Constructing Sorting Networks from k-Sorters.
Inf. Process. Lett., 1989

A computer assisted optimal depth lower bound for sorting networks with nine inputs.
Proceedings of the Proceedings Supercomputing '89, Reno, NV, USA, November 12-17, 1989, 1989

Analog Neural Networks of Limited Precision I: Computing with Multilinear Threshold Functions.
Proceedings of the Advances in Neural Information Processing Systems 2, 1989

1988
Parallel Computation with Threshold Functions.
J. Comput. Syst. Sci., 1988

1987
On the Time Required to Sum n Semigroup Elements on a Parallel Machine with Simultaneous Writes.
Theor. Comput. Sci., 1987

Some practical simulations of impractical parallel computers.
Parallel Comput., 1987

An Improved Simulation of Space and Reversal Bounded Deterministic Turing Machines by Width and Depth Bounded Uniform Circuits.
Inf. Process. Lett., 1987

Parallel complexity theory.
Research notes in theoretical computer science, Pitman, ISBN: 978-0-273-08783-0, 1987

1986
On the Construction of Parallel Computers from Various Bases of Boolean Functions.
Theor. Comput. Sci., 1986

Parallel speedup of sequential machines: a defense of parallel computation thesis.
SIGACT News, 1986

On Recurrent and Recursive Interconnection Patterns.
Inf. Process. Lett., 1986

1984
A complexity theory of parallel computation.
PhD thesis, 1984


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