Publications and presentations

<< back to AU Game Lab's main site

Selected articles and preprints (includes former Game Lab scholars during their time here):

Benjamin Stokes:

Stokes, B., Dols, S., and Hill, A. (2018). “Cities Remix a Playful Platform: Prominent Experiments to Embed Pokémon GO, from Open Streets to Neighborhood Libraries.” American University in Washington, DC. Additional photographs and city-specific data available at: https://playfulcity.net/go/pokemon-report/cities/

Stokes, B., Baumann, K., & Bar, F. (2018). Placemaking across Platforms: Playing to Circulate Stories in the Smart City. In Y. Chisik (Ed.), Proceedings of INTETAIN 2017, the 9th International Conference on Intelligent Technologies for Interactive Entertainment(Vol. 215, pp. 1–5). Funchal, Portugal: Springer. https://doi.org/10.1007/978-3-319-73062-2_13. [see uncorrected proofs]

Stokes, B., & Williams, D. (2018). Gamers Who Protest: Small-Group Play and Social Resources for Civic ActionGames and Culture13(4), 327–348. http://doi.org/10.1177/1555412015615770 [abstract or PDF of the uncorrected proofs]

Brough, M., Lapsansky, C., Gonzalez, C., Stokes, B., & Bar, F. (2017). Mobile Voices: Design as a method to explore the possibilities and limitations of community participationMobile Media & Communication, OnlineFirstDOI: 10.1177/2050157917737812; see also authors’ submission.

Stokes, B., Baumann, K., & Bar, F. (2016). Short paper/workshop: Hybrid games for stronger neighborhoods: connecting residents and urban objects to deepen the sense of place. In Proceedings of the 14th Participatory Design Conference (Vol. 2). Aarhus, Denmark: ACM Press.

Baumann, K., Stokes, B., Bar, F., & Caldwell, B. (2016). Designing in “constellations”: sustaining participatory design for neighborhoodsPDC ’16 Proceedings of the 14th Participatory Design Conference. DOI: 10.1145/2948076.2948083

Stokes, B., Villanueva, G., Bar, F., & Ball-Rokeach, S. (2015). Mobile Design as Neighborhood Acupuncture: Activating the Storytelling Networks of South L.A. Journal of Urban Technology22(3: Special issue on Urban Acupuncture), 55–77. http://doi.org/10.1080/10630732.2015.1040292  [full article]

Stokes, B., Walden, N., O’Shea, G., Nasso, F., Mariutto, G., & Burak, A. (2015). Impact with Games: A Fragmented Field. Pittsburgh, PA: ETC Press with Games for Change. Project website: gameimpact.net, and PDF (2.5mb)

Stokes, B., Bar, F., Baumann, K., & Caldwell, B. (2014). Neighborhood Planning of Technology: Physical Meets Digital City from the Bottom-Up with Aging PayphonesJournal of Community Informatics[abstract or full article]

Stokes, B., Watson, J., Fullerton, T., & Wiscombe, S. (2013). A Reality Game to Cross Disciplines: Fostering Networks and Collaboration. In Defragging Game Studies: Proceedings of DiGRA 2013 International Conference. Atlanta, GA.  [preprint]

Broad, G., Ball-Rokeach, S. J., Ognyanova, K., Picasso, T., Stokes, B., & Villanueva, G. (2013). Understanding Communication Ecologies to Bridge Communication Research and Community ActionJournal of Applied Communication Research. doi:10.1080/00909882.2013.844848 [free access]

Ruiz, S., Stokes, B., & Watson, J. (2012). Mobile and Locative Games in the “Civic Tripod:” Activism, Art and LearningInternational Journal of Learning and Media, 3(3). doi:10.1162/IJLM_a_00078  [interactive version or PDF

Stokes, B. (2012). Restructuring Civic Engagement: Meaningful Choice and Game Design Thinking. In A. Delwiche & J. J. Henderson (Eds.), The Participatory Cultures Handbook. New York, NY: Routledge.  [preprint]

Krzysztof Pietroszek:

Krzysztof Pietroszek, Christian Eckhardt, and Liudmila Tahai. Hamlet: directing virtual actors in computational live theater. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, p. 93. ACM, 2018. [pdf]

Krzysztof Pietroszek. Raycasting in virtual reality. In Newton Lee, editor, Encyclopedia of Computer Graphics and Games. Springer, 2018. [free access]

Krzysztof Pietroszek. Virtual hand metaphor in virtual reality. In Newton Lee, editor, Encyclopedia of Computer Graphics and Games. Springer, 2017. [free access]

Krzysztof Pietroszek. Virtual pointing metaphor in virtual reality. In Newton Lee, editor, Encyclopedia of Computer Graphics and Games. Springer, 2017. [free access]

Christian Eckhardt, John Sullivan, and Krzysztof Pietroszek. Hand gesture recognition using arm-mounted flex sensors. In Proceedings of the 2017 Symposium on Spatial User Interaction. ACM, 2017. [PDF]

Krzysztof Pietroszek, Phuc Pham, Sophia Rose, Liudmila Tahai, Irene Humer, and Christian Eckhardt. Real-time avatar animation synthesis from coarse motion input. In Proceedings of the 23nd ACM Conference on Virtual Reality Software and Technology. ACM, 2017. [PDF]

Krzysztof Pietroszek, Pham Phuc, and Christian Eckhardt. CS-DTW: Real-time matching of multivariate spatial input against thousands of templates using compute shader DTW. In Proceedings of the 2017 Symposium on Spatial User Interaction. ACM, 2017. [PDF]

Krzysztof Pietroszek, Liudmila Tahai, James R Wallace, and Edward Lank. Watchcasting: Freehand 3d interaction with of-the-shelf smartwatch. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on, pages 172-175. IEEE, 2017. [PDF]

Mathew Tomberlin, Liudmila Tahai, and Krzysztof Pietroszek. Gauntlet: Travel technique for immersive environments using non-dominant hand. In Virtual Reality (VR), 2017 IEEE, pages 299-300. IEEE, 2017. [PDF]

Jessica Vega, Sophia Rose, Liudmila Tahai, Irene Humer, Christian Eckhardt, and Krzysztof Pietroszek. VR wildre prevention: Teaching campre safety in a gamied immersive environment. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, pages 363-364. ACM, 2017. [PDF]

Matthew Johnson, Irene Humer, Brian Zimmerman, Joshua Shallow, Liudmila Tahai, and Krzysztof Pietroszek. Low-cost latency compensation in motion tracking for smartphone-based head-mounted display. In Proceedings of the International Working Conference on Advanced Visual Interfaces, pages 316-317. ACM, 2016. [PDF]

Keiko Katsuragawa, Krzysztof Pietroszek, James R Wallace, and Edward Lank. Watchpoint: Freehand pointing with a smartwatch in a ubiquitous display environment. In Proceedings of the International Working Conference on Advanced Visual Interfaces, pages 128-135. ACM, 2016. [PDF]

Daniel Kharlamov, Krzysztof Pietroszek, and Liudmila Tahai. Ticktockray demo: Smartwatch raycasting for mobile HMDs. In Proceedings of the 2016 Symposium on Spatial User Interaction, pages 169-169. ACM, 2016. [PDF]

Daniel Kharlamov, Brandon Woodard, Liudmila Tahai, and Krzysztof Pietroszek. TickTockRay: smartwatch-based 3d pointing for smartphone-based virtual reality. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, pages 363-364. ACM, 2016. [PDF]

Krzysztof Pietroszek and Daniel Kharlamov. TickTockRay: Smartwatch raycasting for mobile HMDs. In Proceedings of the 2016 Symposium on Spatial User Interaction, pages 181-181. ACM, 2016. [PDF]

Edward R Sykes, Dilip Muthukrishnan, Yousif Al-Yousi, Darren Spriet, and Krzysztof Pietroszek. Mobile devices at the cinema theatre. Entertainment Computing, 15:21-39, 2016. [PDF]

Krzysztof Pietroszek, Liudmila Tahai, James R Wallace, and Edward Lank. 3d interaction with networked public displays using mobile and wearable devices. In Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM. [PDF]

Krzysztof Pietroszek, James R Wallace, and Edward Lank. Tiltcasting: 3d interaction on large displays using a mobile device. In Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology, pages 57-62. ACM, 2015. [PDF]

Krzysztof Pietroszek, Anastasia Kuzminykh, James R Wallace, and Edward Lank. Smartcasting: a discount 3d interaction technique for public displays. In Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design, pages 119-128. ACM, 2014. [PDF]

Darren Abramson, Krzysztof Pietroszek, Leila Chinaei, Edward Lank, and Michael Terry. Classroom response systems in higher education: Meeting user needs with Netclick. In Global Engineering Education Conference (EDUCON), 2013 IEEE, pages 840{846. IEEE, 2013. [PDF]

Krzysztof Pietroszek and Edward Lank. Clicking blindly: using spatial correspondence to select targets in multi-device environments. In Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services, pages 331{334. ACM, 2012. [PDF]

Krzysztof Pietroszek. Providing language instructor with articial intelligence assistant. International Journal of Emerging Technologies in Learning, 2(4), 2007. [PDF]

Krzysztof Czarnecki and Krzysztof Pietroszek. Verifying feature-based model templates against well-formedness OCL constraints. In Proceedings of the 5th international conference on Generative programming and component engineering, pages 211{220. ACM, 2006. [PDF]

Krzysztof Czarnecki, Michal Antkiewicz, Chang Hwan Peter Kim, Sean Lau, and Krzysztof Pietroszek. fmp and fmp2rsm: eclipse plug-ins for modeling features using model templates. In Companion to the 20th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications, pages 200{201. ACM, 2005. [PDF]

Krzysztof Czarnecki, Michal Antkiewicz, Chang Hwan Peter Kim, Sean Lau, and Krzysztof Pietroszek. Model-driven software product lines. In Companion to the 20th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications, pages 126-127. ACM, 2005. [PDF]

Krzysztof Czarnecki, Michal Antkiewicz, CHP Kim, S Lau, and Krzysztof Pietroszek. Feature plugin: Feature modeling plug-in for eclipse. In Michael G. Burke (Herausgeber): Proceedings of the 2004 OOPSLA workshop on Eclipse Technology eXchange (ETX 2004), pages 67-72, 2005. [PDF]

Krzysztof Pietroszek. 3D Pointing with Everyday Devices: Speed, Occlusion, Fatigue. PhD thesis, University of Waterloo, 2015. [PDF]

Mike Treanor:

Mike Treanor, Mark J. Nelson. Order-fulfillment Games: An Analysis of Games About Serving Customers. In Proceedings for The Foundations of Digital Games Conference (FDG 2019). August 2019. [PDF]

Ben Samuel, Aaron Reed, Emily Short, Samantha Heck, Barrie Robison, Landon Wright, Terence Soule, Mike Treanor, Joshua McCoy, Anne Sullivan, Alireza Shirvani, Edward Garcia, Rachelyn Farrell, Stephen Ware, Katherine Compton. Playable Experiences at AIIDE 2018. In the Proceedings of the AI and Interactive Digital Entertainment Conference (AIIDE 2018). November 2018. [PDF]

Mike Treanor, Christopher W. Totten, Joshua McCoy, G. Tanner Jackson. Merging Education, Assessment, and Entertainment in Math Games: A Case Study of Function Force. In the Proceedings of the International Academic Conference on Meaningful Play. October 2018. [PDF]

Jennifer Klafehn, Patricia Inglese, Mike Treanor, Joshua McCoy. Walking a Mile in Simulated Shoes: Development of an Assessment of Perspective Taking. In the Proceedings of the MODSIM World Conference. 2018. [PDF]

Mike Treanor, Nicholas Warren, Mason Reed, Adam M. Smith, Pablo Ortiz, Laurel Carney, Loren Sherman, Elizabeth Carré, Nadya Vivatvisha, D. Fox Harrell, Paola Mardo, Andrew Gordon, Joris Dormans, Barrie Robison, Spencer Gomez, Samantha Heck, Landon Wright, Terence Soule. Playable Experiences at AIIDE 2017. In the Proceedings of the AI and Interactive Digital Entertainment Conference (AIIDE 2017). October 2017. [PDF]

Mike Treanor, Josh McCoy, Anne Sullivan. A Framework for Playable Social Dialogue. In the Proceedings of the AI and Interactive Digital Entertainment Conference (AIIDE 2016). October 2016. [PDF]

Ben Samuel, Dylan Lederle-Ensign, Mike Treanor, Noah Wardrip-Fruin, Josh McCoy, Aaron Reed, and Michael Mateas. Playing the Worlds of Prom Week. Narrative Theory, Literature and New Media. Routledge. 2016. [PDF]

Mike Treanor. Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire. In the Proceedings of 1st International Joint Conference of DiGRA and FDG. August 2016. [PDF]

Lindsay Grace, Mike Treanor, Chris Totten, Josh McCoy. A Case Study in Newsgame Creation: Why Game Designers and Journalists are Still Learning to Work Together. In the proceedings of the International Communication Association Annual Conference (ICA 2016). June 2016. [PDF]

Mike Treanor, Alex Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine and Adam Smith. AI-based Game Design Patterns. In the Proceedings of the Foundations of Digital Games Conference (FDG 2015). June 2015. [PDF]

Mike Treanor, Josh McCoy, Anne Sullivan. Social Play in Non-Player Character Dialog. Social Believability in Games Workshop. In the Proceedings of the AI and Interactive Digital Entertainment (AIIDE 2015). October 2015. [PDF]

Mike Treanor, Michael Mateas. Understanding Representation in Playable Simulations. The Foundations of Digital Games Conference (FDG 2014). April 2014. [PDF]

Ben Samuel, Josh McCoy, Mike Treanor, Aaron Reed, Noah Wardrip-Fruin and Michael Mateas. Introducing Story Sampling: A New Approach to Evaluating and Authoring Interactive Narrative. In the Proceedings of the Foundations of Digital Games (FDG 2014). April 2014. [PDF]

Dan Shapiro, Josh McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, Michael Mateas, Creating Playable Social Experiences through Whole-body Interaction with Virtual Characters. In the Proceedings of the AI and Interactive Digital Entertainment (AIIDE 2013), Boston, MA. October 2013. [PDF]

Mike Treanor, Michael Mateas. An Account of Proceduralist Meaning. In the proceedings of the Conference of the Digital Games Research Association (DIGRA). August 2013. [PDF]