A complexity theory of parallel computation. - Ian Parberry (1984)

On Recurrent and Recursive Interconnection Patterns. - Ian Parberry (Inf. Process. Lett., 1986)

Parallel speedup of sequential machines: a defense of parallel computation thesis. - Ian Parberry (SIGACT News, 1986)

On the Construction of Parallel Computers from Various Bases of Boolean Functions. - Leslie M. Goldschlager; Ian Parberry (Theor. Comput. Sci., 1986)

Parallel complexity theory. - Ian Parberry (Pitman, 1987)

An Improved Simulation of Space and Reversal Bounded Deterministic Turing Machines by Width and Depth Bounded Uniform Circuits. - Ian Parberry (Inf. Process. Lett., 1987)

Some practical simulations of impractical parallel computers. - Ian Parberry (Parallel Comput., 1987)

On the Time Required to Sum n Semigroup Elements on a Parallel Machine with Simultaneous Writes. - Ian Parberry (Theor. Comput. Sci., 1987)

Parallel Computation with Threshold Functions. - Ian Parberry; Georg Schnitger (J. Comput. Syst. Sci., 1988)

Analog Neural Networks of Limited Precision I: Computing with Multilinear Threshold Functions. - Zoran Obradovic; Ian Parberry (NIPS, 1989)

A computer assisted optimal depth lower bound for sorting networks with nine inputs. - Ian Parberry (SC, 1989)

Constructing Sorting Networks from k-Sorters. - Bruce Parker; Ian Parberry (Inf. Process. Lett., 1989)

Relating Boltzmann machines to conventional models of computation. - Ian Parberry; Georg Schnitger (Neural Networks, 1989)

A guide for new referees in theoretical computer science. - Ian Parberry (SIGACT News, 1989)

A Note on Nondeterminism in Small, Fast Parallel Computers. - Ian Parberry (IEEE Trans. Computers, 1989)

An Optimal Time Bound for Oblivious Routing. - Ian Parberry (Algorithmica, 1990)

Single-Exception Sorting Networks and the Computational Complexity of Optimal Sorting Network Verification. - Ian Parberry (Math. Syst. Theory, 1990)

The journal review column. - Ian Parberry (SIGACT News, 1990)

On the Computational Complexity of Optimal Sorting Network Verification. - Ian Parberry (PARLE (1), 1991)

A Computer-Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks. - Ian Parberry (Math. Syst. Theory, 1991)

Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes. - Ian Parberry; Pei Yuan Yan (SIAM J. Comput., 1991)

Computing with Discrete Multi-Valued Neurons. - Zoran Obradovic; Ian Parberry (J. Comput. Syst. Sci., 1992)

The Pairwise Sorting Network. - Ian Parberry (Parallel Process. Lett., 1992)

A note on the complexity of reliability in neural networks. - Piotr Berman; Ian Parberry; Georg Schnitger (IEEE Trans. Neural Networks, 1992)

Learning with Discrete Multi-valued Neurons. - Zoran Obradovic; Ian Parberry (J. Comput. Syst. Sci., 1994)

A form for referees in theoretical computer science. - Ian Parberry (SIGACT News, 1994)

Exponential Size Lower Bounds for Some Depth Three Circuits - Pei Yuan Yan; Ian Parberry (Inf. Comput., 1994)

Two Fast Parallel Prime Number Sieves - Jonathan Sorenson; Ian Parberry (Inf. Comput., 1994)

Problems on algorithms. - Ian Parberry (Prentice Hall, 1995)

A Real-Time Algorithm for the (n²-1)-Puzzle. - Ian Parberry (Inf. Process. Lett., 1995)

Load Sharing with Parallel Priority Queues. - Ian Parberry (J. Comput. Syst. Sci., 1995)

Surfing the Web. - Ian Parberry (SIGACT News, 1995)

Problems on Algorithms. - Ian Parberry (SIGACT News, 1995)

Are Hopfield Networks Faster than Conventional Computers? - Ian Parberry; Hung-Li Tseng (NIPS, 1996)

Scalability of a neural network for the knight's tour problem. - Ian Parberry (Neurocomputing, 1996)

Paul Erdos (1913-1996). - Ian Parberry (SIGACT News, 1996)

Bounds on the Number of Knight's Tours. - Olaf Kyek; Ian Parberry; Ingo Wegener (Discret. Appl. Math., 1997)

An Efficient Algorithm for the Knight's Tour Problem. - Ian Parberry (Discret. Appl. Math., 1997)

Everything you wanted to know about the running time of Mergesort but were afraid to ask. - Ian Parberry (SIGACT News, 1998)

Editor's Letter. - Ian Parberry (SIGACT News, 2000)

How to present a paper in theoretical computer science: a speaker's guide for students. - Ian Parberry (SIGACT News, 2000)

Report on the 6th international meeting on DNA-based computers. - Ian Parberry (SIGACT News, 2000)

Things a computer scientist rarely talks about. - Ian Parberry (SIGACT News, 2002)

From Artistry to Automation: A Structured Methodology for Procedural Content Creation. - Timothy Roden; Ian Parberry (ICEC, 2004)

Designing a narrative-based audio only 3D game engine. - Timothy Roden; Ian Parberry (Advances in Computer Entertainment Technology, 2005)

Clouds and stars: efficient real-time procedural sky rendering using 3D hardware. - Timothy Roden; Ian Parberry (Advances in Computer Entertainment Technology, 2005)

Experience with an industry-driven capstone course on game programming: extended abstract. - Ian Parberry; Timothy Roden; Max B. Kazemzadeh (SIGCSE, 2005)

Portholes and planes: faster dynamic evaluation of potentially visible sets. - Timothy Roden; Ian Parberry (Comput. Entertain., 2005)

A 4-geometry maze router and its application on multiterminal nets. - Gene Eu Jan; Ki-Yin Chang; Su Gao; Ian Parberry (ACM Trans. Design Autom. Electr. Syst., 2005)

The art and science of game programming. - Ian Parberry; Max B. Kazemzadeh; Timothy Roden (SIGCSE, 2006)

Digital gaming as a vehicle for learning. - Ursula Wolz; Tiffany Barnes; Ian Parberry; Michael R. Wick (SIGCSE, 2006)

Real time dynamic wind calculation for a pressure driven wind system. - Criss Martin; Ian Parberry (Sandbox@SIGGRAPH, 2006)

Algorithm explorer: visualizing algorithms in a 3D multimedia environment. - Erik Carson; Ian Parberry; Bradley Jensen 001 (SIGCSE, 2007)

Toward mobile entertainment: A paradigm for narrative-based audio only games. - Timothy Roden; Ian Parberry; David Ducrest (Sci. Comput. Program., 2007)

Controlled Procedural Terrain Generation Using Software Agents. - Jonathon Doran; Ian Parberry (IEEE Trans. Comput. Intell. AI Games, 2010)

Towards fast, believable real-time rendering of burning objects in video games. - Dhanyu Amarasinghe; Ian Parberry (FDG, 2011)

A prototype quest generator based on a structural analysis of quests from four MMORPGs. - Jonathon Doran; Ian Parberry (PCGames@FDG, 2011)

Randomness + Structure = Clutter: A Procedural Object Placement Generator. - Joshua Taylor; Ian Parberry (ICEC, 2011)

Emergent Economies for Role Playing Games. - Jonathon Doran; Ian Parberry (Int. J. Intell. Games Simul., 2012)

Real-time rendering of burning solid objects in video games. - Dhanyu Amarasinghe; Ian Parberry (CGAMES, 2013)

Real-time rendering of melting objects in video games. - Dhanyu Amarasinghe; Ian Parberry (CGAMES, 2013)

Evaluating Electroencephalography Engagement Indices During Video Game Play. - Timothy McMahan; Ian Parberry; Thomas D. Parsons (FDG, 2015)

Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test. - Joshua Taylor; Ian Parberry; Thomas D. Parsons (FDG, 2015)

Solving the (n2 - 1)-Puzzle with 8/3 n3 Expected Moves. - Ian Parberry (Algorithms, 2015)

Modality specific assessment of video game player's experience using the Emotiv. - Timothy McMahan; Ian Parberry; Thomas D. Parsons (Entertain. Comput., 2015)

Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions. - Ian Parberry (IEEE Trans. Comput. Intell. AI Games, 2015)

Music Upscaling Using Convolutional Neural Networks. - Violet Johnson; Ian Parberry (SSIP, 2020)

Tourneys and the Fast Generation and Obfuscation of Closed Knight's Tours. - Ian Parberry (CoRR, 2020)

Classification of Video Game Player Experience Using Consumer-Grade Electroencephalography. - Thomas D. Parsons; Timothy McMahan; Ian Parberry (IEEE Trans. Affect. Comput., 2022)