Daniel Cox

dblp:15/2415 · DBLP profile ↗
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4ranked-venue papers
2as first author
3since 2021 · last 2025
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2025 Routine, Twisty, and Queer: Pasts and Futures of Games Programming Pedagogy with No and Low Code Tools
abstract
This paper traces a history of platforms targeting no-code and low-code audiences. It connects historical moments addressing accessibility challenges related to computer programming up through the more recent adoption of generative AI in game engines. Across these moments, this paper identifies communities that claimed authoring platforms, establishing their identity by rejecting other, potentially more efficient or expressive options. We argue these community dynamics have shaped the evolution of current game development platforms. By contextualizing current efforts in pedagogy as part of larger shifts in computer programming and game engine practice, we present a better understanding of the origins of platforms targeting no and low code audiences as rooted in earlier pivots in computer programming and community engagement. These “twisty” and often queer adaptations aimed at smaller communities have led to major changes in how game development has evolved for larger audiences. We close on considerations of the uncertain futures and pedagogical implications of AI-generated code and visual scripting, as game engines increasingly serve as the primary interface between creators and their work.
Daniel Cox, John T. Murray, Anastasia Salter
FDG1
2022 Adventures in TwineSpace: An Augmented Reality Story Format for Twine
PS Berge, Daniel Cox, Jack Murray, Anastasia Salter
ICIDS2
2021 Imagining the Other for Interactive Digital Narrative Design Learning in Real Time in Sherlock
Colette Daiute, Daniel Cox, John T. Murray
ICIDS2
2009 Fuzzy Logic Control Implementation of Rectilinear Plant with Inverted Pendulum
abstract
Although many control problems have been solved using linear techniques, the world is inherently non-linear and many systems cannot be adequately treated with traditional linear systems techniques. Controllers based on fuzzy logic have been shown to perform well with non-linear systems. They are essentially non-linear controllers whose underlying theory was inspired by the way in which humans make decisions. The fuzzy logic controller (FLC) makes use of expert knowledge and accepts a level of imprecision in the parameters-the fuzzy nature of the variables. When the system is highly non-linear and expert knowledge exists, a controller can be generated using fuzzy logic. The plant used for this analysis is the ECP rectilinear plant with the inverted pendulum feature. This plant offers a benchmark dynamic system used world-wide for the testing of traditional and new control techniques. The system is non-linear and requires fast action, excellent qualities for a benchmark system.
Daniel Cox, Harold Rivera
SMC1