Timothy Roden
University of North Texas
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Featured researches published by Timothy Roden.
technical symposium on computer science education | 2005
Ian Parberry; Timothy Roden; Max B. Kazemzadeh
Game programming classes have been offered at the University of North Texas continuously since 1993. The classes are project based, and feature collaborative coursework with art majors in UNTs School of Visual Arts. We discuss the design that enables them to simultaneously provide both training for students intending employment in the game industry, and a capstone experience for general computer science undergraduates.
technical symposium on computer science education | 2006
Ian Parberry; Max B. Kazemzadeh; Timothy Roden
The University of North Texas has for many years offered classes in game programming to Computer Science students and classes in game art and design to art students. A key feature of these classes is the opportunity for these diverse communities of students to collaborate on joint projects. We describe the features that make these classes unique.
international conference on entertainment computing | 2004
Timothy Roden; Ian Parberry
Procedural techniques will soon automate many aspects of content creation for computer games. We describe an efficient, deterministic, methodology for procedurally generating 3D game content of arbitrary size and complexity. The technique progressively amplifies simple dynamically generated data structures into complex geometry. We use a procedural pipeline with a minimum set of controls at each stage to facilitate authoring. We show two examples from our research. Our terrain generator can synthesize massive 3D terrains in real-time while our level generator can be used to create indoor environments offline or in real-time.
advances in computer entertainment technology | 2005
Timothy Roden; Ian Parberry
Real-time virtual reality applications, including games, increasingly use outdoor environments. A common task in an earth-type environment is to render a sky that is realistic both in terms of imagery and physics. Programmable graphics hardware offers the opportunity to procedurally generate and render a highly realistic sky at a minimal cost. We propose an integrated set of efficient algorithms that run in graphics hardware for interactive sky rendering that is fully parameterized for real-time control. Features of our method include multi-layered dynamic clouds and stars that individually flicker at varying intensity and rate.
advances in computer entertainment technology | 2005
Timothy Roden; Ian Parberry
Immersing players in believable and engaging virtual environments is a common goal for many interactive computer games. While PC-based audio only games set in virtual worlds have traditionally been developed for blind players, new technology will soon create a market for audio only games aimed at a mass audience. We propose a framework for authoring interactive narrative-based audio only adventure games set in 3D virtual environments. Our work builds on several years of research into audio only applications for sight impaired users, augmented reality systems and human-computer interaction studies. We argue that a simple user interface enhances both immersion and entertainment value, making audio only games practical for mobile computing. Novel features of our system include real-time gameplay and support for multiple players. We also describe a software architecture for creating audio only games, the current implementation of which uses low-cost existing PC-based hardware and software.
Science of Computer Programming | 2007
Timothy Roden; Ian Parberry; David Ducrest
The widespread use of sophisticated mobile computing devices has set the stage for a renaissance in audio only entertainment. Traditional visual games are already used widely in cellular phones and similar devices. A significant limitation is the small display size. In contrast, audio only games on suitable mobile hardware need not degrade due to the smaller form factor. This makes audio only games an attractive alternative to visual games. We describe a framework for authoring interactive narrative-based audio only games set in 3D virtual environments. Despite the novelty in audio only gaming, our approach builds on a foundation of several years of research into audio only applications for sight impaired users, augmented reality systems and human-computer interaction studies. In comparison to attempts to provide a realistic user interface, we argue a simple interface enhances both immersion and entertainment value, serendipitously making audio only games practical for mobile computing. Novel features of our system include real-time gameplay and multi-player support. We also describe our software architecture, the current implementation of which uses low-cost existing PC-based hardware and software. In addition, we describe our first game, Dragons Roar.
advances in computer entertainment technology | 2007
Mores Prachyabrued; Timothy Roden; Ryan G. Benton
Outdoor worlds are often the setting for games and game worlds are often accompanied by a stylized version of the world drawn by an artist as a 2D map. Procedurally generating the terrain allows games to have a higher replay value. A limitation of procedural terrain generation is an artistic map of the terrain cannot be created by an artist beforehand. We propose an algorithm for generating a stylized 2D map from a simple procedurally generated 2D basis map. Our algorithm could be used in a game to generate stylized maps at execution time or in an offline application to serve as a guideline for an artist.
technical symposium on computer science education | 2013
Timothy Roden; Rob LeGrand
A comprehensive undergraduate curriculum in computer game development is described. The program was created as a set of elective courses in the context of a traditional computer science (CS) degree. Primary goals of the program were to increase enrollment in CS and prepare students for careers in the entertainment software industry. In addition, the CS department sought to compete for students with larger state institutions. To do so effectively the department needed to offer a unique program. Results show the new program helped the CS department to nearly triple enrollment over four years and achieve both statewide prominence and national recognition.
pervasive technologies related to assistive environments | 2014
Timothy Roden; Rob LeGrand; Raul Fernandez; Jacqueline Brown; James E. Deaton; Johnny Ross
Development of a smart insole tracking system is described. Originally designed for healthcare applications, the system has found applications in both physical therapy and athletic training. The entire system is distributed between insole hardware, mobile device applications that interface with the insoles and a central Internet server for data warehousing and analysis. We describe the development of these components so far including a discussion of custom algorithm development required for the system. The athletic version has been commercialized while the more complex healthcare version is still under development.
Proceedings of the 3rd international conference on Game development in computer science education | 2008
Hollie Boudreaux; Jim Etheredge; Timothy Roden
A new course in handheld game programming is described. The target platform is the Nintendo Game Boy Advance. We explain the capabilities of this platform and the tools and documentation used to teach the course. We provide a self evaluation from our experience teaching the course for the first time. Finally, the value of the course in exposing students to alternative programming environments is assessed.