Campus Research
Overview
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Select Bibliography of Publications by UIUC Faculty and Researchers:
John C. Hart, Department of Computer Science
- ZP+: Correct Z-pass Stencil Shadows
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, John C. Hart
Proc. ACM Symposium on Interactive 3-D Graphics and Games, Apr. 2005
Fixes problems in the shadowing method used in games like Quake 3.
- Clustered Principle Components for Precomputed Radiance Transfer
Peter-Pike Sloan, Jesse D. Hall, John C. Hart, John Snyder
(Proc. SIGGRAPH 2003) ACM Transactions on Graphics 22(3), July 2003
This describes a method that the XBox 360 uses for photorealistic shading effects.
- Real-Time Shading, by Marc Olano, John C. Hart, Wolfgang Heidrich and
Michael McCool, AK Peters, 2002.
This book describes how games get some of their advanced shading effects (at least how they did in 2002):
Christian Sandvig, Department of Speech Communication (also see http://www.niftyc.org/)
- Sandvig, C. (2006). The Internet at Play: Child Users of Public Internet Connections. Journal of Computer-Mediated Communication, 11 (4). http://jcmc.indiana.edu/vol11/issue4/sandvig.html
- Sandvig, C. (2003). Public Internet Access for Young Children in the Inner City: Evidence to Inform Access Subsidy and Content Regulation . The Information Society 19(2): 171-183.
- Sandvig, C. (2001). Unexpected Outcomes in Digital Divide Policy: What Children Really Do in the Public Library. IN: B. M. Compaine and S. Greenstein (eds.), Communications Policy in Transition: The Internet and Beyond. Cambridge: MIT Press. pp. 265-293.
Michael Twidale, Graduate School of Library and Information Science
- Twidale, M. B., Wang, X. C., & Hinn, D. M. (2005). CSC*: Computer Supported Collaborative Work, Learning, and Play. Proceedings, Computer Supported Collaborative Learning (CSCL) conference, Taipei, Taiwan. 687-696
- Hinn, D. M., Wang, X. C., & Twidale, M. B. (2004). Collaborative Learning of Computer Applications in the Contexts of Work, Learning and Play. Proceedings, 4th Annual IEEE International Conference on Advanced Learning Technologies, Joensuu, Finland. 201-205.
- Urban, R., Marty, P. & Twidale, M. A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums. In J. Trant and D. Bearman (eds). Museums and the Web 2007: Proceedings. Toronto: Archives & Museum Informatics, published March 31, 2007 at http://www.archimuse.com/mw2007/papers/urban/urban.html
Richard Urban, PhD candidate, Graduate School of Library and Information Science
- Urban, R., Marty, P. & Twidale, M. A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums. In J. Trant and D. Bearman (eds). Museums and the Web 2007: Proceedings. Toronto: Archives & Museum Informatics, published March 31, 2007 at http://www.archimuse.com/mw2007/papers/urban/urban.html
Dmitri Williams, Department of Speech Communication
- Williams, D. (2006, in press). Groups and Goblins: The Social and Civic Impact of Online Gaming. Journal of Broadcasting and Electronic Media.
- Williams, D., N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee & E. Nickell (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games & Culture, 1(4), p. 338-361.
- Steinkuehler, C. & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as 'Third Places.' Journal of Computer-Mediated Communication. 11(4).
- Williams, D. (2006) A (Brief) Social History of Video Games. In Vorderer, P & Bryant, J. (Eds.) Playing Computer Games: Motives, Responses, and Consequences. Mahwah, NJ: Lawrence Erlbaum.
- Williams, D. (2006, in press). Afterword. In Selfe, C. & Hawisher, G. (Eds.) Gaming Lives in the 21st Century: Literate Connections. New York: Palgrave Macmillian.
- Williams, D. (2006). Virtual Cultivation: Online Worlds, Offline Perceptions. Journal of Communication. 56(1), p. 69-87.
- Williams, D. (2006). Why Game Studies Now? Gamers Don't Bowl Alone. Games & Culture.1(1), p. 13-16.
- Williams, D. (2005). Bridging the Methodological Divide in Game Research. Simulation & Gaming. 36(4), p. 447-463.
- Williams, D. & Skoric, M. (2005). Internet Fantasy Violence: A Test of Aggression in an Online Game. Communication Monographs, 22(2), p. 217-233.
- Williams, D. (2003). The Video Game Lightning Rod: Constructions of a New Media Technology, 1970-2000. Information, Communication and Society, 6 (4), p. 523-550.
- Williams, D. (2002). A Structural Analysis of Market Competition in the U.S. Home Video Game Industry. International Journal on Media Management, 4(1), p. 41-54.