G. Michael Youngblood

According to our database1, G. Michael Youngblood
  • authored at least 45 papers between 2003 and 2014.
  • has a "Dijkstra number"2 of four.

Timeline

Legend:

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Bibliography

2014
Efficacy of a Smartphone System to Support Groups in Behavior Change Programs.
Proceedings of the Wireless Health 2014, 2014

Wallah: design and evaluation of a task-centric mobile-based crowdsourcing platform.
Proceedings of the 11th International Conference on Mobile and Ubiquitous Systems: Computing, 2014

Building Community and Commitment with a Virtual Coach in Mobile Wellness Programs.
Proceedings of the Intelligent Virtual Agents - 14th International Conference, 2014

Scene Blocking Utilizing Forces.
Proceedings of the Twenty-Seventh International Florida Artificial Intelligence Research Society Conference, 2014

2013
Lack of Spatial Indicators in Hamlet.
Proceedings of the Twenty-Sixth International Florida Artificial Intelligence Research Society Conference, 2013

Shakespearean spatial rules.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

2012
Spatial Cues in Hamlet.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Generating Texture Aware Spatial Decompositions.
Proceedings of the Twenty-Fifth International Florida Artificial Intelligence Research Society Conference, 2012

2011
Recap of the 2010 AI and Interactive Digital Entertainment Conference.
AI Magazine, 2011

Failure Detection and Reactive Teaming for Behavior-Based Subsumption.
Proceedings of the Intelligent Virtual Agents - 11th International Conference, 2011

Contextual Affordances for Intelligent Virtual Characters.
Proceedings of the Intelligent Virtual Agents - 11th International Conference, 2011

Failure Detection and Dynamic Extensions for Behavior-Based Subsumption.
Proceedings of the Twenty-Fourth International Florida Artificial Intelligence Research Society Conference, 2011

Using navigation meshes for collision detection.
Proceedings of the Foundations of Digital Games, 2011

2010
A Largest Common Subsequence-based Distance Measure for Classifying Player Motion Traces in Virtual Worlds.
Proceedings of the Twenty-Third International Florida Artificial Intelligence Research Society Conference, 2010

Reactive Teaming for Intelligent Game Characters.
Proceedings of the Twenty-Third International Florida Artificial Intelligence Research Society Conference, 2010

Using Intelligent Agents to Build Navigation Meshes.
Proceedings of the Twenty-Third International Florida Artificial Intelligence Research Society Conference, 2010

Representational complexity of reactive agents.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Adversarial Navigation Mesh Alteration.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Discovering 3D Surface Information Values from Gameplayers.
IEEE Computer Graphics and Applications, 2009

Special Track on Games and Entertainment.
Proceedings of the Twenty-Second International Florida Artificial Intelligence Research Society Conference, 2009

Making User-Defined Interactive Game Characters BEHAVE.
Proceedings of the Twenty-Second International Florida Artificial Intelligence Research Society Conference, 2009

Dynamic Updating of Navigation Meshes in Response to Changes in a Game World.
Proceedings of the Twenty-Second International Florida Artificial Intelligence Research Society Conference, 2009

Influence points for tactical information in navigation meshes.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

ToneZone: image exploration with spatial memory cues.
Proceedings of the 7th Conference on Creativity & Cognition, Berkeley, 2009

BehaviorShop: An Intuitive Interface for Interactive Character Design.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Full 3D Spatial Decomposition for the Generation of Navigation Meshes.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
Automatically-generated Convex Region Decomposition for Real-time Spatial Agent Navigation in Virtual Worlds.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Cultural Simulation Agent Creation for the Masses.
Proceedings of the Adaptive Agents in Cultural Contexts, 2008

2007
Data Mining for Hierarchical Model Creation.
IEEE Trans. Systems, Man, and Cybernetics, Part C, 2007

Graph-Based Analysis of Human Transfer Learning Using a Game Testbed.
IEEE Trans. Knowl. Data Eng., 2007

Optimal information placement in an interactive 3D environment.
Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, Sandbox 2007, 2007

Inhabitant Guidance of Smart Environments.
Proceedings of the Human-Computer Interaction. Interaction Platforms and Techniques, 2007

2006
A Multi-agent Approach to Controlling a Smart Environment.
Proceedings of the Designing Smart Homes, The Role of Artificial Intelligence, 2006

Building Test Beds for AI with the Q3 Mod Base.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

2005
Managing Adaptive Versatile environments.
Pervasive and Mobile Computing, 2005

Seamlessly engineering a smart environment.
Proceedings of the IEEE International Conference on Systems, 2005

Managing Adaptive Versatile Environments.
Proceedings of the 3rd IEEE International Conference on Pervasive Computing and Communications (PerCom 2005), 2005

Automation Intelligence for the Smart Environment.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

Automated HPOMDP Construction through Data-mining Techniques in the Intelligent Environment Domain.
Proceedings of the Eighteenth International Florida Artificial Intelligence Research Society Conference, 2005

A Learning Architecture for Automating the Intelligent Environment.
Proceedings of the Proceedings, 2005

2004
Agent-based Players for a First-person Entertainment-based Real-time Artificial Environment.
Proceedings of the Seventeenth International Florida Artificial Intelligence Research Society Conference, 2004

2003
MavHome: An Agent-Based Smart Home.
Proceedings of the First IEEE International Conference on Pervasive Computing and Communications (PerCom'03), 2003

Evaluating Human-Consistent Behavior in a Real-time First-person Entertainment-based Artificial Environment.
Proceedings of the Sixteenth International Florida Artificial Intelligence Research Society Conference, 2003


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