Publications

2018

(Exhibit) Playable Experiences. Artificial Intelligence in Interactive Digital Entertainment (AIIDE), University of Alberta, Edmonton, Canada, November 13-17, 2018. Vox Populi: The Ustradian Games. Digital game with social modeling AI framework. Mike Treanor, Joshua McCoy, Anne Sullivan.

Emily Johnson, Anne Sullivan. BeadED Adventures: Using Tangible Game Artifacts to Assist STEM Learning. To appear in Proceedings of the 6th International Academic Conference on Meaningful Play (Meaningful Play 2018), East Lansing, MI, October 11-13, 2018.
Extended Abstract.
 BeadEDAdventures-Abstract.pdf (468 KB)

(Exhibit) Electronic Literature Organization Festival – Mind the Gap!. Centre de Design (DE) UQAM, Montreal, Canada, August 13-16, 2018. Blocked Connections. Quilts using QR technology and generated websites as a narrative experience. Anastasia Salter, Anne Sullivan.

Anne Sullivan, Anastasia Salter, Gillian Smith. Games Crafters Play. Proceedings of the 13th International Conference on the Foundations of Digital Games (FDG 2018), Malmö, Sweden, August 7-10, 2018.
(Google Scholar, BibTex, EndNote, ACM Ref)
 gamescraftersplay.pdf (286 KB)

Anastasia Salter, Bridget Blodgett, Anne Sullivan. “Just Because It’s Gay?”: Transgressive Design in Queer Coming of Age Visual Novels. Proceedings of the 13th International Conference on the Foundations of Digital Games (FDG 2018), Malmö, Sweden, August 7-10, 2018.
(Google Scholar, BibTex, EndNote, ACM Ref)
 JustBecauseItsGay.pdf (610 KB)

Anne Sullivan, Mirjam Palosaari Eladhari, Michael Cook. Tarot-Based Narrative Generation. Proceedings of the 10th Procedural Content Generation Workshop (PCG) co-located with Foundations of Digital Games (FDG) 2018, Malmö, Sweden, August 7-10, 2018.
(Google Scholar, BibTex, EndNote, ACM Ref)
 TarotBasedNarrative.pdf (877 KB)

Emily Johnson, Anne Sullivan. Facilitating Undergraduate Experimental Game Design: A Pilot Study with Celestial Harmony. Proceedings of the 4th Annual International Conference of the Immersive Learning Research Network (iLRN 2018), Missoula, Montana, June 24-29, 2018.
(Google Scholar, BibTex, EndNote)
 CelestialHarmony.pdf (246 KB)

Anne Sullivan, Joshua McCoy, Sarah Hendricks, Bri Williams. Loominary: Crafting Tangible Artifacts from Player Narrative. In Proceedings of the Twelfth International Conference on Tangible, Embedded and Embodied Interactions (TEI 2018), Stockholm, Sweden, March 18-21, 2018.
(Google Scholar, BibTex, EndNote, ACM Ref)
 LoominaryCraftingTangibleArtifacts.pdf (453 KB)

2017

Anne Sullivan and Anastasia Salter. A Taxonomy of Narrative-centric Board and Card Games. In Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG 2017), Cape Cod, Massachusetts, August 14 – 17, 2017.
(Google Scholar, BibTex, EndNote, ACM Ref)
 TaxonomyofNarrativeGames.pdf (759 KB)

(Exhibit) SAAM Arcade. Smithsonian American Art Museum, Washington, DC, August 5-6, 2017. Loominary. Digital game with physical loom interface. Loom uses raspberry pi and RFID technology. Anne Sullivan, Joshua McCoy, Sarah Hendricks, Bri Williams. (26% acceptance rate, ~20K attendees)

(Exhibit) Electronic Literature Organization Festival. Palacete Viscondes Balsemo, Porto, Portugal. July 18-22, 2017. LoominaryAnne Sullivan, Joshua McCoy, Sarah Hendricks, Bri Williams.

(Panel) John Murray, Anastasia Salter, and Anne Sullivan. (2017). “Creating Tangible Artifacts From Player Narrative.” Affiliations, Communities, Translations: Electronic Literature Organization Conference, Porto, Portugal, July 18-22, 2017.

2016

Anne Sullivan and Gillian Smith. Designing Craft Games.  ACM Interactions 24, 1 (December 2016), 38-41. DOI: https://doi.org/10.1145/3019004.
(Google Scholar, BibTex, EndNote)
 DesigningCraftGames.pdf (9.1 MB)

Mike Treanor, Joshua McCoy, Anne Sullivan. A Framework for Playable Social Interactions. In Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16), Burlingame, California, October 8 – 12, 2016.
(Google Scholar, BibTex, EndNote)
 AFrameworkforPlayableSocialDialogue.pdf (1.6 MB)

2015

Mike Treanor, Joshua McCoy, Anne Sullivan. Social Play in Non-Player Character Dialog. In Proceedings of the Social Believability in Games Workshop (SBG) co-located with Artificial Intelligence in Interactive Digital Entertainment (AIIDE) 2015, Santa Cruz, CA, November 14-18, 2015.
(Google Scholar, BibTex, EndNote)
 socialplay.pdf (641 KB)

(Demo) Joshua McCoy, Mike Treanor, Anne Sullivan, Ben Samuel, Aaron Reed. Ensemble Design Tool. In Proceedings of the Experimental AI in Games Workshop (EXAG) co-located with Artificial Intelligence in Interactive Digital Entertainment (AIIDE) 2015.

2012

Anne Sullivan, “The Grail Framework: Making stories playable on three levels in CRPGS”, dissertation, University of California, Santa Cruz, 2012.
(Google ScholarBibTexRTFTaggedXML)
dissertation.pdf (4.1 MB)

Anne Sullivan, April Grow, Michael Mateas, and Noah Wardrip-Fruin, “The design of Mismanor: creating a playable quest-based story game”, in Proceedings of the International Conference on the Foundations of Digital Games, 2012, pp. 180–187.
(Google ScholarBibTexRTFTaggedXML)
designofmismanor.pdf (1.0 MB)

Gillian Smith and Anne Sullivan, “The five year evolution of a game programming course”, in Proceedings of the 43rd ACM technical symposium on Computer Science Education, 2012, pp. 87–92.
(Google ScholarBibTexRTFTaggedXML)
fiveyearevolution.pdf (83 KB)

2011

Anne Sullivan, Michael Mateas, and Noah Wardrip-Fruin, “Making Quests Playable: Choices, CRPGs, and the Grail Framework”, Leonardo Electronic Almanac, vol. 17, pp. 140–152, 2011.
(Google ScholarBibTexRTFTaggedXML)
LEA_02_1410_10.pdf (790 KB)

Anne Sullivan, April Grow, Tabitha Chirrick, Max Stokols, Noah Wardrip-Fruin, and Michael Mateas, “Extending CRPGs as an Interactive Storytelling Form”, in Proceedings of the The Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, BC, Canada, 2011.
(Google ScholarBibTexRTFTaggedXML)
final65.pdf (311 KB)

Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, and Noah Wardrip-Fruin, “SpyFeet: An Exercise {RPG}”, in Proceedings of the 6th International Conference on the Foundations of Digital Games, 2011.
(Google Scholar, BibTex, RTF, Tagged, XML)
spyfeet-fdg-short-v5.pdf (480 KB)

Anne Sullivan and Gillian Smith, “Lessons in Teaching Game Design”, in Foundations of Digital Games (FDG 2011), Bordeaux, France, 2011.
(Google ScholarBibTexRTFTaggedXML)
cosmospapercameraready.pdf (161 KB)

Adam M. Smith, Chris Lewis, Ken Hullett, Gillian Smith, and Anne Sullivan, “An Inclusive View of Player Modeling”, in 6th International Conference on Foundations of Digital Games, Bordeaux, France, 2011.
(Google Scholar, BibTex, RTF, Tagged, XML)
pm_short.pdf (994 KB)

Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, and Noah Wardrip-Fruin, “A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile {RPG} Project”, in Proceedings of the 7th Annual International Artificial Intelligence and Interactive Digital Entertainment Conference, Stanford, 2011.
(Google Scholar, BibTex, RTF, Tagged, XML)
spyfeet-aiide-2011-finalposter.pdf (278 KB)

2010

Anne Sullivan, Michael Mateas, and Noah Wardrip-Fruin, “Rules of engagement: moving beyond combat-based quests”, in Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
(Google ScholarBibTexRTFTaggedXML)
rulesofengagement.pdf (450 KB)

2009

Sherol Chen, Mark J. Nelson, Anne Sullivan, and Michael Mateas, “Evaluating the Authorial Leverage of Drama Management”, in Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
(Google Scholar, BibTex, RTF, Tagged, XML)
authorialleverage.pdf (659 KB)

Anne Sullivan, Michael Mateas, and Noah Wardrip-Fruin, “QuestBrowser: Making Quests Playable with Computer-Assisted Quest Design”, in Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, 2009.
(Google ScholarBibTexRTFTaggedXML)
0011_sullivan.pdf (1.4 MB)

Anne Sullivan, “Gender-inclusive quest design in massively multiplayer online role-playing games”, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 354–356.
(DOIGoogle ScholarBibTexRTFTaggedXML)
sullivan-fdg09-dc-cr2.pdf (74 KB)

Sherol Chen, Anne Sullivan, Chris Lewis, Noah Wardrip-Fruin, and Michael Mateas, “Intelligent Interactive-Stories: Theory versus Practice”, in Game Developers Conference, 2009.
(Google Scholar, BibTex, RTF, Tagged, XML)

Anne Sullivan, Sherol Chen, and Michael Mateas, “From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience”, in Proceeding of the AAAI 2009 Spring Symposium, 2009.
(Google ScholarBibTexRTFTaggedXML)
abstractiontoreality.pdf (244 KB)

2008

Anne Sullivan, Sherol Chen, and Michael Mateas, “Integrating Drama Management into an Adventure Game”, in Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment, 2008.
(Google ScholarBibTexRTFTaggedXML)
aiide.2008.demo_.A92.pdf (26 KB)

2007

Jacob Telleen, Anne Sullivan, Jerry Yee, Oliver Wang, Prabath Gunawardane, Ian Collins, and James Davis, “Synthetic Shutter Speed Imaging”, in Computer Graphics Forum – Eurographics, 2007, vol. 26, pp. 591–598.
(DOI, Google Scholar, BibTex, RTF, Tagged, XML)
SSSI_final.pdf (12.5 MB)