Kelvin Sung

Orcid: 0000-0002-1202-6086

Affiliations:
  • University of Washington, Bothell, WA, USA


According to our database1, Kelvin Sung authored at least 45 papers between 1990 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
Games and Software Engineering: Engineering fun, inspiration, and motivation.
ACM SIGSOFT Softw. Eng. Notes, January, 2023

2022
CourseExpo: An Immersive Collaborative Learning Ecosystem.
Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology, 2022

Interac table Topographical Map with Remote Cross Reality Collaboration Support.
Proceedings of the IEEE 9th International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications, 2022

2019
Interactive Computer Graphics and Model-View-Controller Architecture.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Game Physics Engine, Overview.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Game Loop and Typical Implementation.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Teaching Computer Graphics Based on a Commercial Product.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

2018
Multi-view augmented reality with a drone.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

User-centric classification of virtual reality locomotion.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

A Collaborative Course for Learning How to Teach Summer Java Coding Camps.
Proceedings of the 49th ACM Technical Symposium on Computer Science Education, 2018

Would gamers collaborate given the opportunity?
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

2017
A Framework for analyzing AR/VR Collaborations: An initial result.
Proceedings of the IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications, 2017

2016
Learn CS1/2 by Playing and Building Commercial Grade Casual Games (Abstract Only).
Proceedings of the 47th ACM Technical Symposium on Computing Science Education, 2016

2015
Building Casual Games and APIs for Teaching Introductory Programming Concepts.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2014
Corrupted: A Game to Teach Programming Concepts.
Computer, 2014

Learning while Building Games for Teaching.
Computer, 2014

Mobile application development classes for the mobile era.
Proceedings of the Innovation and Technology in Computer Science Education Conference 2014, 2014

2012
Mobile Applications and Museum Visitation.
Computer, 2012

Work in progress: Sustainable projects for software engineering courses: Collaborating with technology courses.
Proceedings of the IEEE Frontiers in Education Conference, 2012

2011
Game-Themed Programming Assignment Modules: A Pathway for Gradual Integration of Gaming Context Into Existing Introductory Programming Courses.
IEEE Trans. Educ., 2011

Recent Videogame Console Technologies.
Computer, 2011

Teaching introductory programming with popular board games.
Proceedings of the 42nd ACM technical symposium on Computer science education, 2011

2010
Game-themed programming assignments for faculty: a case study.
Proceedings of the 41st ACM technical symposium on Computer science education, 2010

Game-themed instructional modules: a video case study.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

2009
Computer games and traditional CS courses.
Commun. ACM, 2009

Introductory programming courses and computer games.
Proceedings of the 40th SIGCSE Technical Symposium on Computer Science Education, 2009

2008
Fast ray tracing and the potential effects on graphics and gaming courses.
Comput. Graph., 2008

Game-themed programming assignments: the faculty perspective.
Proceedings of the 39th SIGCSE Technical Symposium on Computer Science Education, 2008

Assessing game-themed programming assignments for CS1/2 courses.
Proceedings of the 3rd International Conference on Game Development in Computer Science Education, 2008

2007
Rethinking graphics and gaming courses because of fast ray tracing.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Experiencing aspects of games programming in an introductory computer graphics class.
Proceedings of the 38th SIGCSE Technical Symposium on Computer Science Education, 2007

2006
Teaching computer graphics without raster-level algorithms.
Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, 2006

2004
A top-down approach to teaching introductory computer graphics.
Comput. Graph., 2004

2002
Spatial-Temporal Antialiasing.
IEEE Trans. Vis. Comput. Graph., 2002

1999
Multi-Stage N-rooks Sampling Method.
J. Graphics, GPU, & Game Tools, 1999

1998
Design and Implementation of the Maya Renderer.
Proceedings of the 6th Pacific Conference on Computer Graphics and Applications, 1998

1996
Client-server based ray-tracer using ASTRA: an asynchronous RPC mechanism.
Comput. Commun., 1996

Ray tracing in a distributed environment.
Comput. Graph., 1996

1995
Tracing rays with the Area Sampling Machine.
Vis. Comput., 1995

1992
The Area Sampling Machine
PhD thesis, 1992

Area Sampling Buffer: Tracing Rays with Z-Buffer Hardware.
Comput. Graph. Forum, 1992

Ray Tracing with the BSP Tree.
Proceedings of the Graphics Gems III (IBM Version), 1992

1991
A DDA Octree Traversal Algorithm for Ray Tracing.
Proceedings of the 12th European Computer Graphics Conference and Exhibition, 1991

1990
Combining Graphics and Windowing Standards in the XGKS System.
Comput. Graph. Forum, 1990

A critical evaluation of PEX.
IEEE Computer Graphics and Applications, 1990


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