Kevin McGee

According to our database1, Kevin McGee authored at least 33 papers between 1997 and 2018.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2018
xView: Objects in Context in Overhead Imagery.
CoRR, 2018

2014
Automated Generation of Geometry Questions for High School Mathematics.
Proceedings of the CSEDU 2014, 2014

Automated Generation of High School Geometric Questions Involving Implicit Construction.
Proceedings of the CSEDU 2014, 2014

2013
NoteVideo: facilitating navigation of blackboard-style lecture videos.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Closing the human-AI team-mate gap: how changes to displayed information impact player behavior towards computer teammates.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

Good team-mates do more than help the team win: design factors that impact player concern about team-mate experience.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

Frown More, Talk More: Effects of Facial Expressions in Establishing Conversational Rapport with Virtual Agents.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Reading Again for the First Time: A Model of Rereading in Interactive Stories.
Proceedings of the Interactive Storytelling - 5th International Conference, 2012

The HypeDyn hypertext fiction authoring tool.
Proceedings of the 2nd workshop on Narrative and hypertext, 2012

The paradox of rereading in hypertext fiction.
Proceedings of the 23rd ACM Conference on Hypertext and Social Media, 2012

Protecting artificial team-mates: more seems like less.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
K. Tanaka-Ishii, Semiotics of Programming.
Artif. Intell., 2011

What we have here is a failure of companionship: communication in goal-oriented team-mate games.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, OzCHI '11, Canberra, Australia, November 28, 2011

Did You Notice? Artificial Team-Mates Take Risks for Players.
Proceedings of the Intelligent Virtual Agents - 11th International Conference, 2011

Modeling Speed Doubling in Carnatic Music.
Proceedings of the 2011 International Computer Music Conference, 2011

Supporting Rereadability through Narrative Play.
Proceedings of the Interactive Storytelling, 2011

Rereading in Interactive Stories: Constraints on Agency and Procedural Variation.
Proceedings of the Interactive Storytelling, 2011

Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment.
Proceedings of the Foundations of Digital Games, 2011

Are artificial team-mates scapegoats in computer games.
Proceedings of the 2011 ACM Conference on Computer Supported Cooperative Work, 2011

Limits of rereadability in procedural interactive stories.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Who makes what sound?: supporting real-time musical improvisations of electroacoustic ensembles.
Proceedings of the 22nd Australasian Computer-Human Interaction Conference, 2010

Real-time team-mate AI in games: a definition, survey, & critique.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

AI for dynamic team-mate adaptation in games.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2009
Designing Storytelling Games That Encourage <i>Narrative</i> Play.
Proceedings of the Interactive Storytelling, 2009

Designing hypertext tools to facilitate authoring multiple points-of-view stories.
Proceedings of the HYPERTEXT 2009, Proceedings of the 20th ACM Conference on Hypertext and Hypermedia, Torino, Italy, June 29, 2009

2007
Visual programming with analogical representations: Inspirations from a semiotic analysis of comics.
J. Vis. Lang. Comput., 2007

Patterns and computer game design innovation.
Proceedings of the 4th Australasian Conference on Interactive Entertainment, 2007

2005
Comic Strip Programs: Beyond Graphical Rewrite Rules.
Proceedings of the 11th International Conference on Distributed Multimedia Systems, 2005

2004
A Touch of the Future: Contact-Expressive Devices.
IEEE Multim., 2004

Gifting technologies.
First Monday, 2004

CrawLogo: Empowering End-Users to Program the Web.
Proceedings of the 2004 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2004), 2004

1997
Developing Social Virtual Worlds using NetEffect.
Proceedings of the 6th Workshop on Enabling Technologies (WET-ICE '97), 1997

NetEffect: a network architecture for large-scale multi-user virtual worlds.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1997


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