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Ian Parberry

dblp:p/IanParberry · DBLP profile ↗
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44ranked-venue papers
23as first author
1since 2021 · last 2022
0000-0003-2194-2817ORCID · verified

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

Theory of computation · 19 · 12 first-authorArtificial intelligence and machine learning · 10 · 5 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 9 · 2 first-authorSystems, architecture and hardware · 5 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 5Databases, data management, data science and information retrieval · 4 · 3 first-authorSoftware engineering, systems software and programming languages · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
6 papers
Computational complexity · 77% Algorithms and data structures · 20% Coding theory · 3%
Computer architecture, parallel and distributed computing, and storage systems
4 papers
Parallel and multicore computing · 95% High-performance computing · 5%
Artificial intelligence
2 papers
Representation and self-supervised learning · 100%

Topics — the 14 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing
parallel algorithms
0.011994
Two Fast Parallel Prime Number Sieves · Inf. Comput. 1994
Computational complexity
circuit complexity
0.011994
Exponential Size Lower Bounds for Some Depth Three Circuits · Inf. Comput. 1994
Computational complexity › algebraic complexity › arithmetic circuit complexity
depth-3 circuit
0.011994
Exponential Size Lower Bounds for Some Depth Three Circuits · Inf. Comput. 1994
Algorithms and data structures
number-theoretic algorithms
0.011994
Two Fast Parallel Prime Number Sieves · Inf. Comput. 1994
Computational complexity
lower bounds
0.021994
Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes · SIAM J. Comput. 1991
Exponential Size Lower Bounds for Some Depth Three Circuits · Inf. Comput. 1994
Parallel and multicore computing › parallel computation models
parallel machine model
0.011991
Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes · SIAM J. Comput. 1991
Parallel and multicore computing › parallel computation models
PRAM
0.011991
Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes · SIAM J. Comput. 1991
Parallel and multicore computing › parallel computing
parallel computation theory
0.011989
A Note on Nondeterminism in Small, Fast Parallel Computers · IEEE Trans. Computers 1989
Computational complexity › circuit complexity › circuit depth
circuit depth lower bounds
0.011989
A computer assisted optimal depth lower bound for sorting networks with nine inputs · SC 1989
Computational complexity › circuit complexity
circuit lower bounds
0.011989
A computer assisted optimal depth lower bound for sorting networks with nine inputs · SC 1989
Computational complexity › parallel complexity
parallel complexity classes
0.011989
A Note on Nondeterminism in Small, Fast Parallel Computers · IEEE Trans. Computers 1989
Algorithms and data structures › sequence algorithms › sorting
sorting networks
0.011989
A computer assisted optimal depth lower bound for sorting networks with nine inputs · SC 1989
Machine learning › Representation and self-supervised learning
associative memory
0.011996
Are Hopfield Networks Faster than Conventional Computers? · NIPS 1996
Coding theory
boolean functions
0.011991
Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes · SIAM J. Comput. 1991

Methods — techniques the papers use, named apart from their topics

adversarial analysis · 0.0branch-and-bound · 0.0multi-valued neurons · 0.0
YearPublicationVenuePosition
2022 Classification of Video Game Player Experience Using Consumer-Grade Electroencephalography
abstract
A growing body of literature has emerged that demonstrates the potential of neurogaming platforms for inter- facing with well-known video games. With the recent convergence of advances in consumer electronics, ubiquitous computing, and wearable sensor technologies real-time monitoring of neurocognitive and affective states can be studied in an objective manner. Whilst establishing the optimal relation among frequency bands, task engagement, and arousal states is a goal of neurogaming, a standardized method has yet to be established. Herein we aimed to test classifiers within the same context, group of participants, feature extraction methods, and protocol. Given the emphasis upon neurogaming, a commercial-grade electroencephalographic (EEG; Emotiv EPOC) headset was used to collect signals from 30 participants. The EEG data was then filtered to get separate frequency bands to train cognitive-affective classifiers with three classification techniques: Support Vector Machines (SVM), Naive Bayes (NB), and k-Nearest Neighbors (kNN). Results revealed that the NB classifier was the most robust classifier for identifying negative (e.g., character death) game-based events. The identification of general gameplay events is best identified using kNN and the Beta band. Results from this study suggest that a combination of classifiers is preferable over selection of a single classifier.
Thomas D. Parsons, Timothy McMahan, Ian Parberry
IEEE Trans. Affect. Comput.3
2015 Evaluating Electroencephalography Engagement Indices During Video Game Play
Timothy McMahan, Ian Parberry, Thomas D. Parsons
FDG2
2015 Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test
Joshua Taylor, Ian Parberry, Thomas D. Parsons
FDG2
2015 Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions
abstract
While the 15-puzzle has a long and interesting history dating back to the 1870s, it still continues to appear as apps on mobile devices and as minigames inside larger video games. We demonstrate a method for solving the 15-puzzle using only 4.7 MB of tables that on a million random instances was able to find solutions of 65.21 moves on average and 95 moves in the worst case in under a tenth of a millisecond per solution on current desktop computing hardware. These numbers compare favorably to the worst case upper bound of 80 moves and to the greedy algorithm published in 1995, which required 118 moves on average and 195 moves in the worst case.
Ian Parberry
IEEE Trans. Comput. Intell. AI Games1
2011 Towards fast, believable real-time rendering of burning objects in video games
abstract
We present a framework for emulating the deformation and consumption of polygonal models under combustion while generating procedural fire. Our focus is on achieving the best visual effects possible while maximizing computation speed so that the processing power is available for other tasks in video games. We have implemented and tested our method on a relatively modest GPU using CUDA. Our experiments suggest that our method gives a believable rendering of the effects of fire while using only a small fraction of CPU and GPU resources.
Dhanyu Amarasinghe, Ian Parberry
FDG2
2011 Randomness + Structure = Clutter: A Procedural Object Placement Generator
Joshua Taylor, Ian Parberry
ICEC2
2010 Controlled Procedural Terrain Generation Using Software Agents
abstract
Procedural terrain generation is used to create landforms for applications such as computer games and flight simulators. While most of the existing work has concentrated on algorithms that generate terrain without input from the user, we explore a more controllable system that uses intelligent agents to generate terrain elevation heightmaps according to designer-defined constraints. This allows the designer to create procedural terrain that has specific properties.
Jonathon Doran, Ian Parberry
IEEE Trans. Comput. Intell. AI Games2
2007 Algorithm explorer: visualizing algorithms in a 3D multimedia environment
abstract
Computer science courses have increasingly made use of visualization tools to illustrate common algorithms. This paper describes Algorithm Explorer, an educational tool designed for use by instructors and students to examine algorithms in a rich environment composed of 3D data representations, 3D audio cues, and easy-to-use controls. Instructors and students can easily add calls to Algorithm Explorer's C++ API to their programs to quickly develop engaging visualizations, and every detail of the scene can be customized as the developer desires.
Erik Carson, Ian Parberry, Bradley K. Jensen
SIGCSE2
2007 Toward mobile entertainment: A paradigm for narrative-based audio only games
Timothy E. Roden, Ian Parberry, David Ducrest
Sci. Comput. Program.2
2006 The art and science of game programming
abstract
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Ian Parberry, Max B. Kazemzadeh, Timothy E. Roden
SIGCSE1
2006 Digital gaming as a vehicle for learning
abstract
No abstract available.
Ursula Wolz, Tiffany Barnes, Ian Parberry, Michael R. Wick
SIGCSE3
2005 Experience with an industry-driven capstone course on game programming: extended abstract
abstract
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 UNT's 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.
Ian Parberry, Timothy E. Roden, Max B. Kazemzadeh
SIGCSE1
2005 A 4-geometry maze router and its application on multiterminal nets
abstract
The maze routing problem is to find an optimal path between a given pair of cells on a grid plane. Lee's algorithm and its variants, probably the most widely used maze routing method, fails to work in the 4-geometry of the grid plane. Our algorithm solves this problem by using a suitable data structure for uniform wave propagation in the 4-geometry, 8-geometry, etc. The algorithm guarantees finding an optimal path if it exists and has linear time and space complexities. Next, to solve the obstacle-avoiding rectilinear and 4-geometry Steiner tree problems, a heuristic algorithm is presented. The algorithm utilizes a cost accumulation scheme based on the maze router to determine the Torricelli vertices (points) for improving the quality of multiterminal nets. Our experimental results show that the algorithm works well in practice. Furthermore, using the 4-geometry router, path lengths can be significantly reduced up to 12% compared to those in the rectilinear router.
Gene Eu Jan, Ki-Yin Chang, Su Gao, Ian Parberry
ACM Trans. Design Autom. Electr. Syst.4
2004 From Artistry to Automation: A Structured Methodology for Procedural Content Creation
Timothy E. Roden, Ian Parberry
ICEC2
1997 Bounds on the Number of Knight's Tours
Olaf Kyek, Ian Parberry, Ingo Wegener
Discret. Appl. Math.2
1997 An Efficient Algorithm for the Knight's Tour Problem
Ian Parberry
Discret. Appl. Math.1
1996 Are Hopfield Networks Faster than Conventional Computers?
Ian Parberry, Hung-Li Tseng
NIPS1
1996 Scalability of a neural network for the knight's tour problem
Ian Parberry
Neurocomputing1
1995 A Real-Time Algorithm for the (n²-1)-Puzzle
Ian Parberry
Inf. Process. Lett.1
1995 Load Sharing with Parallel Priority Queues
Ian Parberry
J. Comput. Syst. Sci.1
1994 A Guide for New Referees in Theoretical Computer Science
Ian Parberry
Inf. Comput.1
1994 Two Fast Parallel Prime Number Sieves
Jonathan P. Sorenson, Ian Parberry
Inf. Comput.2
1994 Exponential Size Lower Bounds for Some Depth Three Circuits
Pei Yuan Yan, Ian Parberry
Inf. Comput.2
1994 Learning with Discrete Multi-valued Neurons
Zoran Obradovic, Ian Parberry
J. Comput. Syst. Sci.2
1992 Computing with Discrete Multi-Valued Neurons
Zoran Obradovic, Ian Parberry
J. Comput. Syst. Sci.2
1992 A note on the complexity of reliability in neural networks
abstract
It is shown that in a standard discrete neural network model with small fan-in, tolerance to random malicious faults can be achieved with a log-linear increase in the number of neurons and a constant factor increase in parallel time, provided fan-in can increase arbitrarily. A similar result is obtained for a nonstandard but closely related model with no restriction on fan-in.
Piotr Berman, Ian Parberry, Georg Schnitger
IEEE Trans. Neural Networks2
1991 A Computer-Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks
Ian Parberry
Math. Syst. Theory1
1991 Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes
abstract
The time required by a variant of the PRAM (a parallel machine model which consists of sequential processors which communicate by reading and writing into a common shared memory) to compute a certain class of functions called critical functions (which include the Boolean OR of n bits) is studied. Simultaneous reads from individual cells of the shared memory are permitted, but simultaneous writes are not. It is shown that any PRAM which computes a critical function must take at least $0.5\log n - O(1)$ steps, and that there exists a critical function which can be computed in $0.57\log n - O(1)$ steps. These bounds represent an improvement in the constant factor over those previously known.
Ian Parberry, Pei Yuan Yan
SIAM J. Comput.1
1990 Learning with Discrete Multi-Valued Neurons
Zoran Obradovic, Ian Parberry
ML2
1990 An Optimal Time Bound for Oblivious Routing
Ian Parberry
Algorithmica1
1990 Single-Exception Sorting Networks and the Computational Complexity of Optimal Sorting Network Verification
Ian Parberry
Math. Syst. Theory1
1989 Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes
Ian Parberry, Pei Yuan Yan
ICPP (3)1
1989 Analog Neural Networks of Limited Precision I: Computing with Multilinear Threshold Functions
Zoran Obradovic, Ian Parberry
NIPS2
1989 A computer assisted optimal depth lower bound for sorting networks with nine inputs
abstract
It is demonstrated that there is no nine-input sorting network of depth six. The proof was obtained by executing on a supercomputer a branch-and-bound algorithm which constructs and tests a critical subset of all possible candidates. Such proofs can be classified as experimental science, rather than mathematics. In keeping with the paradigms of experimental science, a high-level description of the experiment and analysis of the result are given.
Ian Parberry
SC1
1989 Constructing Sorting Networks from k-Sorters
Bruce Parker, Ian Parberry
Inf. Process. Lett.2
1989 Relating Boltzmann machines to conventional models of computation
Ian Parberry, Georg Schnitger
Neural Networks1
1989 A Note on Nondeterminism in Small, Fast Parallel Computers
abstract
Nondeterministic analogues of the well-known language classes NC and SC called NNC and NSC, respectively, are investigated. NC is the class of languages that can be accepted by small, fast parallel computers; SC is the class of languages that can be recognized by a deterministic Turing machine in polynomial time and polylog tape-head reversals. Adding nondeterminism to SC leaves it in the domain of parallel computation since NSC contained in POLYLOGSPACE. That is, NSC is a subset of the class of languages computable by fast parallel computers. Adding nondeterminism to NC appears to make it much more powerful since NNC=NP. It is clear that NSC contained in NNC, and probable that NSC contained in/implied by NNC. Further evidence for this conjecture is provided by showing that NSC is precisely the class of languages recognizable in simultaneous polynomial time and polylog reversals by a nondeterministic Turing machine with a read-only input tape and a single read-write work tape; it is known that NNC is similar, but is recognizable by a Turing machine with two read-write tapes.>
Ian Parberry
IEEE Trans. Computers1
1988 Parallel Computation with Threshold Functions
Ian Parberry, Georg Schnitger
J. Comput. Syst. Sci.1
1987 Relating Boltzmann Machines to Conventional Models of Computation
Ian Parberry, Georg Schnitger
ISMIS1
1987 An Improved Simulation of Space and Reversal Bounded Deterministic Turing Machines by Width and Depth Bounded Uniform Circuits
Ian Parberry
Inf. Process. Lett.1
1987 Some practical simulations of impractical parallel computers
Ian Parberry
Parallel Comput.1
1987 On the Time Required to Sum n Semigroup Elements on a Parallel Machine with Simultaneous Writes
Ian Parberry
Theor. Comput. Sci.1
1986 On Recurrent and Recursive Interconnection Patterns
Ian Parberry
Inf. Process. Lett.1
1986 On the Construction of Parallel Computers from Various Bases of Boolean Functions
Leslie M. Goldschlager, Ian Parberry
Theor. Comput. Sci.2