Teaching

Research
Behaviour definition languages for AI controlled entities in computer games.
Computer science education (C-Sheep).
Real-time rendering for computer games.

If you want to know what my life is like, you should check out PHD ;)
 


Publications
Conference Papers &
Conference Posters
Anderson, E.F. and McLoughlin, L.(2007). Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students.
In ACM SIGGRAPH 2007 Educators Program, ACM Press, New York, NY. (bibtex)

Anderson, E.F. and McLoughlin, L.(2006), Do Robots Dream of Virtual Sheep: Rediscovering the "Karel the Robot" Paradigm for the "Plug&Play Generation".
In Proceedings of the Fourth International Game Design and Technology Workshop and Conference (GDTW2006), Liverpool, UK. (bibtex)

Anderson, E.F. and McLoughlin, L.(2006), C-Sheep: Controlling Entities in a 3D Virtual World as a Tool for Computer Science Education.
Poster in Proceedings of Future Play 2006, London (Ontario), Canada.

McLoughlin, L. and Anderson, E.F.(2006), I See Sheep: A Practical Application of Game Rendering Techniques for Computer Science Education.
Poster in Proceedings of Future Play 2006, London (Ontario), Canada.

Anderson, E.F. (2005), Scripting Behaviour - Towards a New Language for Making NPCs Act Intelligently. Proceedings of zfxCON05 - 2nd Conference on Game Development, Stefan Zerbst Verlag, Braunschweig, Germany.

Anderson, E.F. (2005), SEAL - A Simple Entity Annotation Language. Proceedings of zfxCON05 - 2nd Conference on Game Development, Stefan Zerbst Verlag, Braunschweig, Germany

Anderson, E.F. (2004), A NPC Behaviour Definition System for Use by Programmers and Designers. Proceedings of CGAIDE 2004 5th Game-On International Conference on Computer Games: Artificial Intelligence, Design and Education, University of Wolverhampton, Wolverhampton, UK.

Anderson, E.F. (2003), Playing Smart - Artificial Intelligence in Computer Games. Proceedings of zfxCON03 Conference on Game Development, ZFX - 3D Entertainment, Braunschweig, Germany

Anderson, E.F. (2002), Off-Line Evolution of Behaviour for Autonomous Agents in Real-Time Computer Games. Proceedings of Parallel Problem Solving from Nature - PPSN VII, Lecture Notes in Computer Science LNCS VOL. 2439, Springer Verlag. (bibtex)

 
Books, Articles etc. Anderson, E., Engel, S. & Zerbst, S. (2005), Proceedings of zfxCON05 - 2nd Conference on Game Development (Amazon.de), Stefan Zerbst Verlag, Braunschweig, Germany.

Anderson, E.F. (2005), Playing Smart - Another Look at Artificial Intelligence in Computer Games. Presentation at UK CGI Briefing for KOCCA. The National Centre for Computer Animation, Bournemouth, UK.

Anderson, E.F. (2004), KI-nder der Zukunft - Ein kurzer Über- und Ausblick auf die Entwicklung von künstlicher Intelligenz in Computerspielen. Games-Net.de.

Zerbst, S., Düvel, O. & Anderson, E. (2003), 3D-Spieleprogrammierung - Kompendium. Markt+Technik, München, Germany.

Anderson, E.F. (2001), Real-Time Character Animation for Computer Games. Project Report. The National Centre for Computer Animation, Bournemouth, UK.


Links
Conferences Game Design & Technology Workshop (GDTW), International Conference in Computer Game Design and Technology.
Future Play Conference.
zfxCON Conference on Game Development (Konferenz zur Computerspieleentwicklung).
(SIGGRAPH) Sandbox Symposium, an ACM SIGGRAPH Videogame Symposium.
ACM SIGGRAPH, International Conference on Computer Graphics and Interactive Techniques.


© 2008 by Eike F Anderson