EIS Publications
"Digital Media Archaeology: Interpreting Computational Processes",
Media Archaeology: Approaches, Applications, and Implications, Berkeley, University of California Press, pp. 302-322, 2011.
Download: nwf-BC7-DigitalMediaArchaeology.pdf (1.86 MB)
"Experimental Results from a Rational Reconstruction of Minstrel",
Second International Conference on Computational Creativity, Mexico City, Mexico, pp. 54–59, 2011.
Download: tearse_iccc11.pdf (1.15 MB)
"Spore's Magic Crayons: Playthings that Augment the Human Mind",
Arts of the Planet, Pittsburgh, Pennsylvania, The Association for the Study of the Arts of the Present, October, 2011.
"Proceduralist Readings: How to find meaning in games with graphical logics",
Proceedings of Foundations of Digital Games - FDG 2011, Bordeaux, France, 2011.
Download: Proceduralist Readings (camera ready).pdf (153.16 KB)
"An Inclusive View of Player Modeling",
6th International Conference on Foundations of Digital Games, Bordeaux, France, 07/2011.
Download: pm_short.pdf (994.37 KB)
"BurgerTime: A Proceduralist Investigation",
Conference of the Digital Games Research Association - DIGRA 2011, Hilversum, The Netherlands, 2011.
Download: Treanor_BurgerTime (final submission).pdf (260.35 KB)
"Building Human-Level AI for Real-Time Strategy Games",
Proceedings of the AAAI Fall Symposium on Advances in Cognitive Systems, San Francisco, California, AAAI Press, 2011.
Download: weber-acs2011.pdf (496.23 KB)
"A Particle Model for State Estimation in Real-Time Strategy Games",
Proceedings of AIIDE, Stanford, Palo Alto, California, AAAI Press, pp. 103–108, 2011.
Download: weber-aiide2011.pdf (689.09 KB)
"Visualizing Audio in a First-Person Shooter With Directional Sound Display",
Foundations of Digital Games, Bordeaux, France, 06/2011.
Download: Holloway2011VisualizingAudioInFPSWithDirectionalSoundDisplay.pdf (1.03 MB)
"On Creating a Native Real Time Strategy Game User Interface for Multi-Touch Devices.",
Foundations of Digital Games, Bordeaux, France, 06/2011.
Download: Crenshaw2011OnCreatingANative.pdf (1.58 MB)
"The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?",
USAB 2011 - Information Quality in eHealth, Graz, Austria, 11/2011.
Download: Holloway2011PreparedPartner_CanVideoGamesTeachLaborAndChildbirthSupportTechniques.pdf (987.3 KB)
"Beyond the Complex Surface",
Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres, Germany, Transcript Verlag, pp. 227–248, 2010.
Download: nwf-BC6-BeyondTheComplexSurface.pdf (1.83 MB)
"Five Elements of Digital Literature",
Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, Germany, Transcript Verlag, pp. 29–57, 2010.
Download: nwf-BC5-FiveElementsOfDigitalLiterature.pdf (2.13 MB)
"Learning to Read Digital Literature",
Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, Germany, Transcript Verlag, pp. 249–259, 2010.
Download: nwf-BC4-LearningToReadDigitalLiterature.pdf (902.19 KB)
"MINSTREL Remixed: a rational reconstruction",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–7, 2010.
"Polymorph: dynamic difficulty adjustment through level generation",
PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, ACM, pp. 1–4, 2010.
Download: jenningsteats-fdgpcg10.pdf (120.36 KB)
"Using Automated Replay Annotation for Case-Based Planning in Games",
ICCBR Workshop on CBR for Computer Games (ICCBR-Games), 2010.
Download: iccbr-cg.pdf (246.71 KB)
"Authoring Game-based Interactive Narrative using Social Games and Comme il Faut",
Proceedings of the 4th International Conference & Festival of the Electronic Literature Organization: Archive & Innovate (ELO 2010), Providence, Rhode Island, USA, June, 2010.
Download: TheProm-ELOAI.pdf (241.13 KB)
"Mining game statistics from web services: a World of Warcraft armory case study",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 100–107, 2010.
Abstract
Download: wowspyder.pdf (364.81 KB)
"Integrating Expert Knowledge and Experience",
AAAI Doctoral Consortium, 2010.
Download: weber_dc_abstract.pdf (21.48 KB)
"Playing with words: from intuition to evaluation of game dialogue interfaces",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 179–186, 2010.
"Procedural Level Generation using Occupancy-Regulated Extension",
2010 IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, IEEE, 2010.
Download: cig10_043CP2_115.pdf (454.79 KB)
"Reactive Planning Idioms for Multi-Scale Game AI",
IEEE Conference on Computational Intelligence in Games (CIG), 2010.
Download: weber_cig2010.pdf (167.83 KB)
"What went wrong: a taxonomy of video game bugs",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 108–115, 2010.
Abstract
Download: taxonomy.pdf (2.44 KB)
"Ludocore: A Logical Game Engine for Modeling Videogames",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
Download: ieeecig10_ludocore.pdf (291.81 KB)
"Rules of engagement: moving beyond combat-based quests",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–8, 2010.
Download: rulesofengagementcameraready.pdf (449.73 KB)
"Case-Based Goal Formulation",
AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.
Download: weber_goalformulation.pdf (216.04 KB)
"Extending Neuro-evolutionary Preference Learning through Player Modeling",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
Download: CIG-CamRdy_v2.pdf (421.72 KB)
"Applying Goal-Driven Autonomy to StarCraft",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010.
Download: gda_aiide2010.pdf (420.08 KB)
"RoleModel: towards a formal model of dramatic roles for story generation",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–8, 2010.
"Novice-friendly Authoring of Plan-based Interactive Storyboards",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), 2010.
Download: SkorupskiMateas_AIIDE2010_final.pdf (931.08 KB)
"Comme il Faut 2: a fully realized model for socially-oriented gameplay",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–8, 2010.
Download: CiF-FDG2010-IntelligentNarrativeTechnologies3.pdf (533.32 KB)
"Eliza meets the wizard-of-oz: evaluating social acceptability",
CHI ’10: Proceedings of the 28th international conference on Human factors in computing systems, New York, NY, USA, ACM, pp. 547–556, 2010.
"Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 224–231, 2010.
Download: KaboomFDG.pdf (312.24 KB)
"Tanagra: a mixed-initiative level design tool",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 209–216, 2010.
Download: smith-tanagra-fdg10.pdf (1.02 MB)
"Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
Download: ieeecig20_vf.pdf (690 KB)
"Rules of engagement: moving beyond combat-based quests",
Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
Third Person: Authoring and Exploring Vast Narratives,
: The MIT Press, 2009.
Expressive Processing: Digital Fictions, Computer Games, and Software Studies,
, Cambridge, MA, The MIT Press, 2009.
"Screen",
FILE Festival 2009 Catalog, São Paulo, Brazil, 2009.
Download: nwf-P21-fileFestival.pdf (226.88 KB)
"Expressive Processing, in panel "Critical Code and Software Studies"",
Proceedings of Digital Humanities, University of Maryland, College Park, June, 2009.
Download: nwf-CS11-dh09-expressiveProcessing.pdf (94.32 KB)
"Intelligent Interactive-Stories: Theory versus Practice",
Game Developers Conference, 2009.
"Storyboard Authoring of Plan-based Interactive Dramas",
Foundations of Digital Games Doctoral Consortium, 2009.
Download: Skorupski-FDG09-dcproposal-storyboardauthoring.pdf (1.36 MB)
"Conceptual Neighborhoods for Retrieval in Case-Based Reasoning",
ICCBR ’09: Proceedings of the 8th International Conference on Case-Based Reasoning, Berlin, Heidelberg, Springer-Verlag, pp. 343–357, 2009.
Download: iccbr_2009.pdf (159.38 KB)
"Generative conversation tool for game writers",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 183–190, 2009.
"Scenario generation for emergency rescue training games",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 99–106, 2009.
Download: khullett - fdg paper - final.pdf (78.21 KB)
"A requirements analysis for videogame design support tools",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 137–144, 2009.
Download: Nelson_Mateas_-_DesignSupportReqs_-_FDG09.pdf (96.52 KB)
"Case-Based Reasoning for Build Order in Real-Time Strategy Games",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2009), 10/2009.
Download: bweber_aiide_09.pdf (80.96 KB)
"Computational Support for Play Testing Game Sketches",
Artificial Intelligence and Interactive Digital Entertainment Confernece (AIIDE), 2009.
Download: Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
"Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: Skorupski_DAC09_WideRuledLessonsLearned.pdf (526.94 KB)
"Comme il Faut: A System for Simulating Social Games Between Autonomous Characters",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: CognitionAndCreativity-JoshMcCoy-DAC09-Revised_0.pdf (506.51 KB)
"QuestBrowser: Making Quests Playable with Computer-Assisted Quest Design",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: 0011_sullivan.pdf (1.43 MB)
"Gender-inclusive quest design in massively multiplayer online role-playing games",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 354–356, 2009.
Download: sullivan-fdg09-dc-cr2.pdf (74.16 KB)
"A data mining approach to strategy prediction",
CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, IEEE Press, pp. 140–147, 2009.
Download: cig_2009.pdf (240.93 KB)
"Better Game Studies Education the Carcassonne Way",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
Download: nwf-C5-digra09-gameEducation.pdf (624.68 KB)
"Al isn’t just for players: AI-based authoring tools",
CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, IEEE Press, pp. 1–1, 2009.
"Rhythm-based level generation for 2D platformers",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 175–182, 2009.
Download: smith-fdg-09.pdf (161.11 KB)
"Defining Operational Logics",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
Download: Mateas Wardrip-Fruin DIGRA 2009.pdf (233.01 KB)
"Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 145–152, 2009.
"Evaluating the Authorial Leverage of Drama Management",
Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
"Newsgames: Procedural Rhetoric meets Political Cartoons",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
Download: newsgames-DiGRA2009.pdf (234.04 KB)
"Agency Reconsidered",
Proceedings of the Digital Games Research Association, 6 Brunel University, London, September, 2009.
Download: nwf-C7-digra09-agency.pdf (220.38 KB)
"From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience",
Proceeding of the AAAI 2009 Spring Symposium on Interactive Narrative Technologies II: AAAI Press, 2009.
Download: SS06SullivanA.pdf (244.09 KB)
"Inventing the Future of Story AI for Games",
Digital Humanities Conference, 2009.
"Thing 119",
Things We Think About Games, Roseville, MN, Gameplaywright Press, 2008.
Download: nwf-P20-thingsWeThink.pdf (306.27 KB)
A Companion to Digital Literary Studies,
: Basil Blackwell, pp. 163-182, 2008.
"Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing",
A Companion to Digital Literary Studies, London, UK, Basil Blackwell, pp. 163-182, 2008.
Download: nwf-BC3-readingDigitalLiterature.pdf (2.34 MB)
"Automatically Generating Summary Visualizations from Game Logs",
AIIDE: The AAAI Press, 2008.
"An interactive game-design assistant",
IUI ’08: Proceedings of the 13th international conference on Intelligent user interfaces, New York, NY, USA, ACM, pp. 90–98, 2008.
Download: Nelson_Mateas_-_Game-Design_Assistant_-_IUI08.pdf (153.49 KB)
"Recombinable game mechanics for automated design support",
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, USA, 2008.
Download: Nelson_Mateas_-_GameMechanics_-_AIIDE08.pdf (224.27 KB)
"Software Studies",
FILE Festival (catalog essay), São Paulo, Brazil, June, 2008.
Download: nwf-P18-fileSoftwareStudies-asPublished.pdf (1.42 MB)
"An integrated agent for playing real-time strategy games",
AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence: AAAI Press, pp. 1313–1318, 2008.
Download: AAAI08Mccoy.pdf (199.38 KB)
"Expressive Processing: An Experiment in Blog-Based Peer Review",
HASTAC II, University of California, Irvine, May, 2008.
"Integrating Drama Management into an Adventure Game",
Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment: AAAI Press, 2008.
Download: aiide.2008.demo_.A92.pdf (25.69 KB)
"Semi-autonomous avatars in world of minds: a case study of AI-based game design",
ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, ACM, pp. 201–208, 2008.
"Tableau Machine: A Creative Alien Presence",
AAAI Spring Symposium on Creative Intelligent Systems, March, 2008.
Download: SS08-03-013.pdf (306.82 KB)
"ELIZA Revisited",
Proceedings of Visionary Landscapes, Electronic Literature Organization, Vancouver, WA, May, 2008.
"Living with tableau machine: a longitudinal investigation of a curious domestic intelligence",
UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, ACM, pp. 370–379, 2008.
Download: Pousman_etal_-_Tableau_Machine_-_UbiComp08.pdf (2.26 MB)
"Another look at search-based drama management",
AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence: AAAI Press, pp. 792–797, 2008.
Download: Nelson_Mateas_-_SBDM_-_AAAI08.pdf (212.01 KB)
"Towards adaptive programming: integrating reinforcement learning into a programming language",
OOPSLA ’08: Proceedings of the 23rd ACM SIGPLAN conference on Object-oriented programming systems languages and applications, New York, NY, USA, ACM, pp. 603–614, 2008.
"Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box",
UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, ACM, pp. 134–143, 2008.
Download: ubicomp103-leahu.pdf (129.65 KB)
"Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade",
ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, ACM, pp. 373–380, 2008.
Download: AEL-PlayStyles-ACE08.pdf (8 MB)
"Talking with NPCs: Towards dynamic generation of discourse structures",
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, October, 2008.
Download: Strong_Mateas_-_AIIDE08.pdf (176.09 KB)
"The disenchantment of affect",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 347–358, 2008.
"Alien presence in the home: the design of Tableau Machine",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 373–382, 2008.
"The Tale-Spin Effect: Toward an acknowledgement of process in digital literature",
Media-Space Journal , vol. 1, issue 1, Fall 2008.
Second Person: Role-Playing and Story in Games and Playable Media,
: The MIT Press, 2007.
"Evaluating a conversation-centered interactive drama",
AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, ACM, pp. 1–8, 2007.
"Wide ruled: a friendly interface to author-goal based story generation",
ICVS’07: Proceedings of the 4th international conference on Virtual storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 26–37, 2007.
Download: skorupski_icvs2007_wideruled.pdf (5.25 MB)
"AR Fa{\c c}ade: an augmented reality interactve drama",
VRST ’07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology, New York, NY, USA, ACM, pp. 215–216, 2007.
"A globally optimal algorithm for TTD-MDPs",
AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, ACM, pp. 1–8, 2007.
Download: Bhat_etal_-_Optimal_TTD-MDP_-_AAMAS07.pdf (152.34 KB)
"Towards runtime behavior adaptation for embodied characters",
IJCAI’07: Proceedings of the 20th international joint conference on Artifical intelligence, San Francisco, CA, USA, Morgan Kaufmann Publishers Inc., pp. 1557–1562, 2007.
"Expressive Intelligence: Artificial Intelligence, Games and New Media",
AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, Springer-Verlag, pp. 2–2, 2007.
"Towards Automated Game Design",
AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, Springer-Verlag, pp. 626–637, 2007.
Download: Nelson_Mateas_-_Automated_Game_Design_-_AIIA07.pdf (117.37 KB)
"Presence and engagement in an interactive drama",
CHI ’07: Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, ACM, pp. 1475–1484, 2007.
"Casual Information Visualization: Depictions of Data in Everyday Life",
IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 6, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 1145–1152, 2007.
Talking Cure,
, Bathhouse 5:1, University of Eastern Michigan, 2007.
First Person: New Media as Story, Performance, and Game,
: The MIT Press, 2006.
"On the difficulty of modular reinforcement learning for real-world partial programming",
Proceedings of the 21st National Conference on Artificial Intelligence (AAAI), Boston, MA, July, 2006.
"Tableau machine: an alien presence in the home",
CHI ’06: CHI ’06 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 1265–1270, 2006.
"Procedural level design for platform games",
Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, pp. 109-111, June, 2006.
"Authoring an interactive narrative with declarative optimization-based drama management",
Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, pp. 127-129, June, 2006.
Download: Nelson_Ashmore_Mateas_-_Authoring_DODM_-_AIIDE06.pdf (42.37 KB)
"Targeting specific distributions of trajectories in MDPs",
AAAI’06: proceedings of the 21st national conference on Artificial intelligence: AAAI Press, pp. 1213–1218, 2006.
Download: Roberts_etal_-_TTD-MDP_-_AAAI06.pdf (130.52 KB)
"Initial lessons from AR Fa{\c c}ade, an interactive augmented reality drama",
ACE ’06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, New York, NY, USA, ACM, pp. 28, 2006.
"Reinforcement learning for declarative optimization-based drama management",
AAMAS ’06: Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, ACM, pp. 775–782, 2006.
Download: Nelson_etal_-_RL_for_DODM_-_AAMAS06.pdf (136.6 KB)
"Game Design Education: Integrating Computation and Culture",
Computer, vol. 39, no. 6, Los Alamitos, CA, USA, IEEE Computer Society Press, pp. 43–51, 2006.
"Declarative Optimization-Based Drama Management in Interactive Fiction",
IEEE Comput. Graph. Appl., vol. 26, no. 3, Los Alamitos, CA, USA, IEEE Computer Society Press, pp. 32–41, 2006.
Download: Nelson_etal_-_DODM_-_IEEE-CGA06.pdf (147.36 KB)
Expressive processing: on the process-intensive literature and digital media,
, Providence, RI, USA, Brown University, 2006.
"Build it to understand it: Ludology meets narratology in game design space",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
Download: MateasSternDIGRA05.pdf (77.81 KB)
"Towards an ontological language for game analysis",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
Download: OntologyDIGRA2005.pdf (96.59 KB)
"Structuring content in the Facade interactive drama architecture",
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, June, 2005.
Download: MateasSternAIIDE05.pdf (85.04 KB)
"Search-based drama management in the interactive fiction Anchorhead",
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, June, 2005.
Download: Nelson_Mateas_-_SBDM_-_AIIDE05.pdf (395.86 KB)
"A box, darkly: Obfuscated code, weird languages, and code aesthetics",
Proceedings of the 2005 Digital Arts and Culture Conference, Copenhagen, Denmark, pp. 144-153, December, 2005.
Download: a_box_darkly.pdf (384.74 KB)
"Cave writing: toward a platform for literary immersive VR",
SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, New York, NY, USA, ACM, pp. 113, 2005.
"Preliminary evaluation of the interactive drama facade",
CHI ’05: CHI ’05 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 1549–1552, 2005.
Download: KnickmeyerMateasCHI2005.pdf (93.01 KB)
"Evolution of space configuration in videogames",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
"Playable Media and Textual Instruments",
Dichtung Digital , vol. 2005, issue 1, Spring 2005.
First Person: New Media as Story, Performance, and Game,
, Cambridge, MA, USA, MIT Press, 2004.
"What hypertext is",
HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 126–127, 2004.
"Natural language processing in Facade: Surface-text processing",
Proceedings of the 2nd Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE), Darmstadt, Germany, June, 2004.
Download: MateasSternTIDSE04.pdf (193.65 KB)
HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia,
, New York, NY, USA, ACM, 2004.
The New Media Reader,
, Cambridge, MA, MIT Press, 2003.
"Screen: bodily interaction with text in immersive VR",
SIGGRAPH ’03: ACM SIGGRAPH 2003 Sketches & Applications, New York, NY, USA, ACM, pp. 1–1, 2003.
"Interactive stories: real systems, three solutions",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 105–106, 2002.
"Extending interface practice: an ecosystem approach",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 90–92, 2002.
"A Behavior Language for Story-Based Believable Agents",
IEEE Intelligent Systems, vol. 17, no. 4, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 39–47, 2002.
Interactive drama, art and artificial intelligence,
, Pittsburgh, PA, USA, Carnegie Mellon University, 2002.
Download: CMU-CS-02-206.pdf (2.05 MB)
"Expressive AI: A hybrid art and science practice",
Leonardo: Journal of the International Society for Arts, Sciences, and Technology, vol. 34(2), pp. 147-153, 2001.
Download: Leonardo2001.pdf (62.63 KB)
"A neo-Aristotelian theory of interactive drama",
Proceedings of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, Palo Alto, California, March, 2000.
Download: MMateas00.pdf (50.11 KB)
"Generation of Ideologically-Biased Historical Documentaries",
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence: AAAI Press, pp. 236–242, 2000.
Download: AAAI2000.pdf (61.63 KB)
"Hypermedia, eternal life, and the impermanence agent",
SIGGRAPH ’99: ACM SIGGRAPH 99 Electronic art and animation catalog, New York, NY, USA, ACM, pp. 90, 1999.
An Oz-centric review of interactive drama and believable agents,
, Berlin, Heidelberg, Springer-Verlag, pp. 297–328, 1999.
Download: CMU-CS-97-156.html_.pdf (235.88 KB)
"Office Plant #1: Intimate space and contemplative entertainment",
Leonardo: Journal of the International Society for Arts, Sciences, and Technology, vol. 31(5), pp. 345-348, 1998.
Download: Leonardo1998.pdf (49.3 KB)
"Panel on affect and emotion in the user interface",
IUI ’98: Proceedings of the 3rd international conference on Intelligent user interfaces, New York, NY, USA, ACM, pp. 91–94, 1998.
"Subjective avatars (poster)",
AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 461–462, 1998.
"Virtual petz (video session): a hybrid approach to creating autonomous, lifelike dogz and catz",
AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 334–335, 1998.
"A zooming sketchpad, a multiscale narrative: Pad++, PadDraw, Gray Matters",
SIGGRAPH ’97: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH ’97, New York, NY, USA, ACM, pp. 141, 1997.
"Introduction to design ethnography",
CHI ’97: CHI ’97 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 166–167, 1997.
"User requirements analysis for the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 326, 1996.
"Engineering ethnography in the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 283–284, 1996.
"Ethnographic data for product development: a collaborative process",
interactions, vol. 3, no. 6, New York, NY, USA, ACM, pp. 52–69, 1996.