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Publications

    Submitted to Refereed Conferences and Journals

  1. I. Parberry, "Scattered Sets and Roots of Unity in ℤ/pℤ", arXiv:1410.2913v1 [math.AC], 2014. [arXiv, BibTeX, more information]
  2. I. Parberry, "Tobler's First Law of Geography, Self Similarity, and Perlin Noise: A Large Scale Analysis of Gradient Distribution in Southern Utah with Application to Procedural Terrain Generation", Technical Report LARC-2014-04, Laboratory for Recreational Computing, Dept. of Computer Science & Engineering, University of North Texas, June 2014. [pdf, BibTeX, more information]
  3. T. McMahan, T. D. Parsons, and I. Parberry, "Modality Specific Assessment of Video Game Player's Cognitive Workload Using Off-the-Shelf Electroencephalographic Technologies", Technical Report LARC-2014-03, Laboratory for Recreational Computing, Dept. of Computer Science & Engineering, University of North Texas, April 2014. [pdf, BibTeX]
  4. I. Parberry, "Solving the (n2-1)-Puzzle in Real Time with 83n3 Expected Moves", Technical Report LARC-2014-01, Laboratory for Recreational Computing, Dept. of Computer Science & Engineering, University of North Texas, April 2014. [BibTeX, pdf]

    2010-current

  5. I. Parberry, "A Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions", To Appear in IEEE Transactions on Computational Intelligence and AI in Games, Accepted August 2014. [pdf, more information]
  6. I. Parberry, "Adventures in ASCII Art" Leonardo, Vol. 47, No. 3, pp. 263-264, 2014.
  7. I. Parberry, "Amortized Noise", Journal of Computer Graphics Techniques, Vol. 3, No. 2, pp. 31-47, 2014. [PDF and BibTex at JCGT, more information]
  8. I. Parberry, "Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data", Journal of Computer Graphics Techniques, Vol. 3, No. 1, pp. 74-85, 2014. [PDF and BibTex at JCGT, more information]
  9. D. Amarasinghe and I. Parberry, "Real-time Rendering of Melting Objects in Video Games", Proceedings of the 18th International Conference on Computer Games, pp. 154-158, Louisville, Kentucky, USA, 2013. [pdf, more information, BibTex]
  10. D. Amarasinghe and I. Parberry, "Real-time Rendering of Burning Solid Objects in Video Games", Proceedings of the 18th International Conference on Computer Games, pp. 139-143, Louisville, Kentucky, USA, 2013. [pdf, more information, BibTex]
  11. I. Parberry, Introduction to Game Physics with Box2D, A.K. Peters, 2013. [more information]
  12. Y. Wan, W. Santiteerakul, G. Cheng, B. Buckles, and I.Parberry, "A representation for human gesture recognition and beyond", Proceedings of the 4th International Conference on Computing, Communications and Networking Technologies, pp. 1-6, Tiruchengode, India, 2013
  13. J. Doran and I. Parberry, "Emergent Economies for Role Playing Games", International Journal of Intelligent Games and Simulation, Vol. 7. No. 1, pp. 35-47, 2012. [pdf from IJIGS, BibTeX]
  14. J. Taylor and I. Parberry, "Randomness + Structure = Clutter: A Procedural Object Placement Generator", Proceedings of the 10th International Conference on Entertainment Computing, Vancouver, Canada, October 2011. [pdf, BibTeX, more information]
  15. J. Taylor and I. Parberry, "Procedural Generation of Sokoban Levels", Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 5-12, EUROSIS, Troy, NY, September 2011. [pdf, BibTeX, more information]
  16. M. Yingst, J.R. Alford, and I. Parberry, "Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning", Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 27-34, EUROSIS, Troy, NY, September 2011. [pdf, BibTeX, more information]
  17. D. Amarasinghe and I. Parberry, "Fast, Believable Real-time Rendering of Burning Low-Polygon Objects in Video Games", Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 21-26, EUROSIS, Troy, NY, September 2011. [pdf, BibTeX, more information]
  18. I. Parberry, "Challenges and Opportunities in the Design of Game Programming Classes for a Traditional Computer Science Curriculum", Journal of Computer Game Design and Development Education, Vol. 1, pp. 1-17, 2011. [html]
  19. J. Doran and I. Parberry, "A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs", Proceedings of the Second International Workshop on Procedural Content Generation in Games, pp. 1-8, Bordeaux, France, June 2011. [pdf, BibTeX, more information]
  20. D. Amarasinghe and I. Parberry, "Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games", Proceedings of the 6th International Conference on the Foundations of Digital Games, pp. 256-258, Bordeaux, France, June 2011. [pdf, more information, BibTeX]
  21. F. Dunn and I. Parberry, 3D Math Primer for Graphics and Game Development, Second Edition, A.K. Peters, 2011. [more information]
  22. J. Doran and I. Parberry, "Controlled Procedural Terrain Generation Using Software Agents", IEEE Transactions on Computational Intelligence and AI in Games, Vol. 2, No. 2, pp. 111 - 119, June 2010. [pdf, BibTeX, more information]

    2000-2009

  23. G. E. Jan, K. Y. Chang, and I. Parberry, "Optimal Path Planning for Mobile Robot Navigation", IEEE Transactions on Mechatronics, Vol. 13, No. 4, pp. 451-460, 2008.
  24. K. Y. Chang, G. E. Jan, C.-M. Su, and I. Parberry, "Optimal Interceptions on Two-Dimensional Grids with Obstacles", Journal of Navigation, Vol. 61, No. 1, Jan. 2008.
  25. T. Roden, I. Parberry, and D. Ducrest, "Toward Mobile Entertainment: A Paradigm for Narrative-Based Audio Only Games", Science of Computer Programming, Volume 67, Issue 1, pp. 76-90, June 2007. [pdf]
  26. E. Carson, I. Parberry, and B. Jensen, "Algorithm Explorer: Visualizing Algorithms in a 3D Multimedia Environment" Proceedings of the 2007 ACM Technical Symposium on Computer Science Education, pp. 155-159, March 2007. (Acceptance rate 108/316, 34%) [pdf, BibTeX]
  27. I. Parberry, J.R. Nunn, J. Scheinberg, E. Carson, and J. Cole, "SAGE: A Simple Academic Game Engine", Proceedings of the Second Annual Microsoft Academic Days on Game Development in Computer Science Education, pp. 90-94, February 2007. (Acceptance rate 19/71, 28%) [pdf]
  28. I. Parberry, "Game Development in Computer Science Education: From Outcast to Mainstream", Guest Editor's Introduction, Journal of Game Development, Vol. 2, No. 2, pp. 5-6, Feb. 2007. [pdf]
  29. U. Wolz, T. Barnes, I. Parberry, M. Wick, "Digital Gaming as a Vehicle for Learning" Proceedings of the 2006 ACM Technical Symposium on Computer Science Education, pp. 394-395, Houston, TX, Mar. 1-5, 2006. [pdf, BibTeX]
  30. C. Martin and I. Parberry, "Real Time Dynamic Wind Calculation for a Pressure Driven Wind System", Proceedings of the 2006 ACM SIGGRAPH Video Game Symposium, pp. 151-154, Boston, MA, July 2006. (Acceptance rate 20/102, 20%) [pdf, BibTeX, video]
  31. I. Parberry, M.B. Kazemzadeh, and T. Roden, "The Art and Science of Game Programming", Proceedings of the 2006 ACM Technical Symposium on Computer Science Education, Houston, TX, pp. 510-514, Mar. 1-5, 2006. (Acceptance rate 104/294, 35%) [pdf, BibTeX]
  32. R. Ayoub, A. Chin, and I. Parberry, "A New Model for a Student Cyber Security Organization", Proceedings of the 2005 Information Security Curriculum Development Conference, Kennesaw, GA, Sept. 2005. [pdf]
  33. T. Roden and I. Parberry, "Designing a Narrative-Based Audio Only 3D Game Engine", Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain, pp. 274-277, June 15-17, 2005. [pdf, BibTeX, video]
  34. T. Roden and I. Parberry, "Clouds and Stars: Efficient Real-Time Procedural Sky Rendering Using 3D Hardware", Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain, pp. 434-437, June 15-17, 2005. [pdf, BibTeX]
  35. T. Roden and I. Parberry, "Portholes and Planes: Faster Dynamic Evaluation of Potentially Visible Sets", ACM Computers in Entertainment, Vol. 3, No. 2, April/June 2005. [pdf, BibTeX]
  36. I. Parberry, T. Roden, and M.B. Kazemzadeh, "Experience with an Industry-Driven Capstone Course on Game Programming", Proceedings of the 2005 ACM Technical Symposium on Computer Science Education, pp. 91-95, St. Louis, MO, Feb. 23-27, 2005. (32% acceptance rate) [pdf, BibTeX]
  37. T. Roden and I. Parberry, "Procedural Level Generation", in Game Programming Gems 5, pp. 579-588, Charles River Media, 2005. [BibTeX]
  38. G. E. Jan, K. Y. Chang, S. Gao, and I. Parberry, "A New 4-Geometry Maze Routing Algorithm'', ACM Transactions on Design Automation of Electronic Systems, Vol 9, No. 1, January 2005. [BibTeX]
  39. T. Roden and I. Parberry, "Portholes and Planes: Faster dynamic evaluation of potentially visible sets", Proceedings of the Second Annual International Workshop in Game Design and Technology, Liverpool, England, Nov. 15-16, 2004. [pdf]
  40. T. Roden and I. Parberry, "From Artistry to Automation: A Structured Methodology for Procedural Content Creation", Proceedings of the 3rd International Conference on Entertainment Computing, pp. 151-156, Eindhoven, The Netherlands, September 1-3, 2004. [pdf, BibTeX]
  41. G. E. Jan, K.-Y. Chang, I. Parberry, "A New Maze Routing Approach for Path Planning of a Mobile Robot", Proceedings of the IEEE/ASME International Conference on Advanced Mechatronics, Kobe, Japan, July 2003.
  42. G. E. Jan, K.-Y. Chang, I. Parberry, "A New Cell Decomposition Approach for Automotic Path-planning for a Mobile Robot", Proceedings of the 7th International Conference on Automation Technology, May 2003.
  43. K. Y. Chang, G. E. Jan, I. Parberry, "A Method for Searching Optimal Routes with Collision Avoidance on Raster Charts", Journal of Navigation, Vol. 56, No. 3, pp. 371-384, 2003.
  44. F. Dunn and I. Parberry, 3D Math Primer for Graphics and Game Development, Wordware Publishing, 2002.
  45. I. Parberry and W.M. Gasarch, Problems on Algorithms, Second Edition, 2002. [pdf]
  46. I. Parberry, Introduction to Computer Game Programming with DirectX 8.0, Wordware Publishing, 2001.
  47. I. Parberry, Learn Computer Game Programming with DirectX 7.0, Wordware Publishing, 2000.
  48. B. Spillman and I. Parberry, "How to Present a Paper: A Speaker's Guide", North American Membrane Society, 2000. [pdf]

    1990-1999

  49. Condon, Edelsbrunner, Emerson, Fortnow, Haber, Karp, Leivant, Lipton, Lynch, Parberry, Papadimitriou, Rabin, Rosenberg, Royer, Savage, Selman, Smith, Tardos, and Vitter, "Challenges for Theory of Computing: Report of an NSF-Sponsored Workshop on Research in Theoretical Computer Science", SIGACT News, Vol. 30, No. 2, pp. 62-76, 1999. [more info]
  50. I. Parberry, "Everything You Wanted to Know About the Running Time of Mergesort But Were Afraid to Ask", SIGACT News, Vol. 29, No. 2, pp. 50-57, 1998.
  51. I. Parberry, "Knowledge, Understanding, and Computational Complexity", in Optimality in Biological and Artificial Networks?, Chapter 8, pp. 125-144, (D.S. Levine, W.R. Elsberry, Eds.), Lawrence Erlbaum Associates, 1997. [pdf]
  52. O. Kyek, I. Parberry, and I. Wegener, "Bounds on the Number of Knight's Tours", Discrete Applied Mathematics, Vol. 74, pp. 171-181, 1997. [pdf]
  53. I. Parberry, "An Efficient Algorithm for the Knight's Tour Problem", Discrete Applied Mathematics, Vol. 73, pp. 251-260, 1997. [pdf]
  54. H.-L. Tseng and I. Parberry, "Are Hopfield Networks Faster Than Conventional Computers?", Proceedings of the 9th Conference on Neural Information Systems - Natural and Synthetic, pp. 239-245, Denver, Colorado, 1996. [pdf]
  55. I. Parberry, "Scalability of a Neural Network for the Knight's Tour Problem", Neurocomputing, Vol. 12, pp. 19-34, 1996. [pdf]
  56. I. Parberry, "Circuit Complexity and Feedforward Neural Networks", in Mathematical Perspectives on Neural Networks, (P. Smolensky, M. Mozer, D. Rumelhart, Eds.), Lawrence Erlbaum Associates, pp. 85-111, 1996. [pdf]
  57. I. Parberry, "A Real-Time Algorithm for the (n2-1)-Puzzle", Information Processing Letters, Vol. 56, pp. 23-28, 1995. [pdf]
  58. I. Parberry, "Load Sharing with Parallel Priority Queues". Journal of Computer and System Sciences, Vol. 50, No. 1, pp. 64-73, 1995. [pdf]
  59. I. Parberry, "Structural Complexity and Neural Networks", in "The Handbook of Brain Theory and Neural Networks", (Michael Arbib, Ed.), pp. 945-948, MIT Press, 1995.
  60. I. Parberry, "The Internet and the Aspiring Games Programmer". Proceedings of DAGS 95, "Electronic Publishing and the Information Superhighway", James Ford, Fillia Makedon, Samuel Rebelsky (Editors), pp. 155-159, Birkhauser, Boston, MA, June 1995. [pdf]
  61. I. Parberry and D. S. Johnson, "The SIGACT Theoretical Computer Science Genealogy: Preliminary Report", Proceedings of DAGS 95, "Electronic Publishing and the Information Superhighway", James Ford, Fillia Makedon, Samuel Rebelsky (Editors), pp. 197-205, Birkhauser, Boston, MA, June 1995. [pdf]
  62. I. Parberry, Problems on Algorithms, Prentice Hall, 1995. [pdf]
  63. I. Parberry, "Surfing the Web", SIGACT News, Vol. 26, No. 1, pp. 99-101, 1995.
  64. I. Parberry, Circuit Complexity and Neural Networks, MIT Press, 1994.
  65. Z. Obradovic and I. Parberry, "Learning with Discrete Multi-valued Neurons", Journal of Computer and System Sciences, Vol. 49, No. 2, pp. 375-390, 1994. [pdf]
  66. J. Sorenson and I. Parberry, "Two Fast Parallel Prime Number Sieves", Information and Computation, Vol. 114, No. 1, pp. 115-130, 1994. [pdf]
  67. P. Y. Yan and I. Parberry, "Exponential Size Lower Bounds for Some Depth Three Circuits", Information and Computation, Vol. 112, No. 1, pp. 117-130, 1994. [pdf]
  68. I. Parberry, "A Form for Referees in Theoretical Computer Science". SIGACT News, Vol. 25, No. 4, pp. 96-107, 1994. [pdf, instructions.]
  69. I. Parberry, "A Guide for New Referees in Theoretical Computer Science". Information and Computation, Vol. 112, No. 1, pp. 96-116, 1994. [pdf]
  70. M. R. Fellows and I. Parberry, "SIGACT Trying to Get Children Excited About CS", Computing Research News, Vol. 5, No. 1, p. 7, Jan. 1993. [pdf]
  71. I. Parberry, "The Pairwise Sorting Network". Parallel Processing Letters, Vol. 2, No. 2,3, pp. 205-211, 1992. [pdf]
  72. Z. Obradovic and I. Parberry, "Computing with Discrete Multi-valued Neurons", Journal of Computer and System Sciences, Vol. 45, No. 3, pp. 471-492, 1992.
  73. P. Berman, I. Parberry, and G. Schnitger, "A Note on the Complexity of Reliability in Neural Networks", IEEE Transactions on Neural Networks, Vol. 3, No. 6, pp. 998-1002, 1992. [pdf]
  74. I. Parberry, "On the Complexity of Learning with a Small Number of Nodes", Proceedings of the 1992 International Joint Conference on Neural Networks, Vol. 3, pp. 893-898, June 1992. [pdf]
  75. I. Parberry, "A Computer Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks". Mathematical Systems Theory, Vol. 24, pp. 101-116, 1991. [pdf]
  76. P. Y. Yan and I. Parberry, "Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes", SIAM Journal on Computing, Vol. 20, No. 1, pp. 88-99, 1991. [pdf]
  77. I. Parberry, "On the Computational Complexity of Optimal Sorting Network Verification". Proceedings of The Conference on Parallel Architectures and Languages Europe, Springer-Verlag Lecture Notes in Computer Science, Vol. 506, pp. 252-269, June 1991. [pdf]
  78. Z. Obradovic and I. Parberry, "Learning with Discrete Multi-valued Neurons", Proceedings of the Seventh Annual Machine Learning Conference, pp. 392-399, Morgan Kaufmann, 1990. [pdf]
  79. Z. Obradovic and I. Parberry, "Analog Neural Networks of Limited Precision I: Computing with Multilinear Threshold Functions", Advances in Neural Information Processing Systems 2 (Proceedings of the 1989 IEEE Conference on Neural Information Processing Systems), pp. 702-709, Morgan Kaufmann, 1990.
  80. I. Parberry, "Single-Exception Sorting Networks and the Computational Complexity of Optimal Sorting Network Verification". Mathematical Systems Theory, Vol. 23, pp. 81-93, 1990.
  81. I. Parberry, "An Optimal Time Bound for Oblivious Routing". Algorithmica, Vol. 5, No. 2, pp. 243-251, 1990.
  82. I. Parberry, "A Primer on the Complexity Theory of Neural Networks", in Formal Techniques in Artificial Intelligence: A Sourcebook, (R. B. Banerji, Ed.), in series Studies in Computer Science and Artificial Intelligence, Vol. 6, pp. 217-268, Elsevier, 1990.

    1985-1989

  83. I. Parberry, Scholarly Review of Parallel Sorting. Computing Reviews, Vol. 30, No. 11, pp. 578-580, Nov. 1989 (Review Number 8909-0816). Reprinted in SIGACT News, Vol. 21, No. 1, pp. 14-17, 1990.
  84. I. Parberry, "A Computer Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks". Proceedings of Supercomputing '89, pp. 152-161, Reno, Nevada, Nov. 1989. [pdf]
  85. P. Y. Yan and I. Parberry, "Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes", Proceedings of the 1989 International Conference on Parallel Processing, Vol. 3, pp. 226-233, St. Charles, IL, Aug. 1989.
  86. B. Parker and I. Parberry, "Constructing Sorting Networks from k-sorters", Information Processing Letters, Vol. 33, No. 3, pp. 157-162, 1989.
  87. I. Parberry, "A Note on Nondeterminism in Small, Fast Parallel Computers". IEEE Transactions on Computers, Vol. 38, No. 5, pp. 766-767, 1989. [pdf]
  88. I. Parberry and G. Schnitger, "Relating Boltzmann Machines to Conventional Models of Computation", Neural Networks, Vol. 2, No. 1, pp. 59-67, 1989. [pdf]
  89. I. Parberry, "A Short Errata to Parallel Complexity Theory". SIGACT News, Vol. 20, No. 1, pp. 58-59, 1989.
  90. I. Parberry and G. Schnitger. "Parallel Computation with Threshold Functions", Journal of Computer and System Sciences, Vol. 36, No. 3, pp. 278-302, 1988. [pdf]
  91. I. Parberry, "How to Present a Paper in Theoretical Computer Science: A Speaker's Guide for Students". SIGACT News, Vol. 19, No. 2, pp. 42-47, 1988. [pdf]
  92. I. Parberry and G. Schnitger, "Relating Boltzmann Machines to Conventional Models of Computation", Proceedings of the Second International Symposium on Methodologies for Intelligent Systems, Charlotte, NC, pp. 347-354, North-Holland, Oct. 1987. [pdf]
  93. I. Parberry, "On the Time Required to Sum n Semigroup Elements on a Parallel Machine with Simultaneous Writes". Theoretical Computer Science, Vol. 51, Nos. 1,2, pp 239-248, 1987.
  94. I. Parberry, "An Improved Simulation of Space and Reversal Bounded Deterministic Turing Machines by Width and Depth Bounded Uniform Circuits". Information Processing Letters, Vol. 24, No. 6, pp. 363-367, 1987. [pdf]
  95. I. Parberry, "Some Practical Simulations of Impractical Parallel Computers". Parallel Computing, Vol. 4, No. 1, pp. 93-101, 1987.
  96. I. Parberry, Parallel Complexity Theory, in series Research Notes in Theoretical Computer Science, (R. V. Book, Ed.), Pitman Press, London, 1987. [pdf]
  97. I. Parberry, "On the Time Required to Sum n Semigroup Elements on a Parallel Machine with Simultaneous Writes", Proceedings of the Second International Workshop on Parallel Computing and VLSI, Attica, Greece, Springer-Verlag Lecture Notes in Computer Science, Vol. 227, pp. 296-304, 1986.
  98. I. Parberry and G. Schnitger. "Parallel Computation with Threshold Functions", Proceedings of the Structure in Complexity Theory Conference, Berkeley, California, Springer-Verlag Lecture Notes in Computer Science, Vol. 223, pp. 272-290, June 1986. [pdf]
  99. I. Parberry, "On Recurrent and Recursive Interconnection Patterns". Information Processing Letters, Vol. 22, No. 6, pp. 285-289, 1986. [pdf]
  100. L. M. Goldschlager and I. Parberry, "On the Construction of Parallel Computers from Various Bases of Boolean Functions", Theoretical Computer Science, Vol. 43, No. 1, pp. 43-58, 1986. [pdf]
  101. I. Parberry, "Parallel Speedup of Sequential Machines: A Defense of the Parallel Computation Thesis", SIGACT News, Vol. 18, No. 1, pp. 54-67, 1986. [pdf]
  102. I. Parberry, "Some Practical Simulations of Impractical Parallel Computers". Proceedings of the International Workshop on Parallel Computing and VLSI, Amalfi, Italy, May 1984, pp. 27-37, (North Holland, 1985).

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