Faculty Profile


    

Education

PhD, University of Warwick, 1984.
Major: Computer Science
BS, University of Queensland, 1981.
Major: Computer Science and Mathematics
BS, University of Queensland, 1980.
Major: Computer Science and Mathematics

Current Scheduled Teaching*

No current or future courses scheduled.

* Texas Education Code 51.974 (HB 2504) requires each institution of higher education to make available to the public, a syllabus for undergraduate lecture courses offered for credit by the institution.

Previous Scheduled Teaching*

CSCE 5260.001, 3D Game Programming, Spring 2022 Syllabus SPOT
CSCE 5265.001, Advanced Topics in Game Development, Spring 2022 Syllabus SPOT
CSCE 5150.002, Analysis of Computer Algorithms, Spring 2022 SPOT
CSCE 5934.716, Directed Study, Spring 2022
CSCE 6950.716, Doctoral Dissertation, Spring 2022
CSCE 4220.001, Game Programming II, Spring 2022 Syllabus SPOT
CSCE 4250.001, Topics in Game Development, Spring 2022 Syllabus SPOT
CSCE 6950.716, Doctoral Dissertation, Fall 2021
CSCE 4210.001, Game Programming I, Fall 2021 Syllabus SPOT
CSCE 4210.201, Game Programming I, Fall 2021 Syllabus SPOT
CSCE 4210.202, Game Programming I, Fall 2021 SPOT
CSCE 4210.204, Game Programming I, Fall 2021 SPOT
CSCE 5250.001, Introduction to Game Programming, Fall 2021 Syllabus SPOT
CSCE 5250.204, Introduction to Game Programming, Fall 2021 SPOT
CSCE 4255.001, Programming Math and Physics for Games, Fall 2021 Syllabus SPOT
CSCE 5255.001, Programming Math and Physics for Games, Fall 2021 Syllabus SPOT
CSCE 5934.716, Directed Study, Spring 2021
CSCE 6950.716, Doctoral Dissertation, Spring 2021
CSCE 2110.001, Foundations of Data Structures, Spring 2021 Syllabus SPOT
CSCE 2110.002, Foundations of Data Structures, Spring 2021 Syllabus SPOT
CSCE 2110.201, Foundations of Data Structures, Spring 2021 SPOT
CSCE 2110.204, Foundations of Data Structures, Spring 2021 SPOT
CSCE 2110.281, Foundations of Data Structures, Spring 2021 SPOT
CSCE 2110.282, Foundations of Data Structures, Spring 2021 SPOT
CSCE 2110.283, Foundations of Data Structures, Spring 2021 SPOT
CSCE 2110.284, Foundations of Data Structures, Spring 2021 SPOT
CSCE 2110.286, Foundations of Data Structures, Spring 2021 SPOT
CSCE 6950.716, Doctoral Dissertation, Fall 2020
CSCE 4210.001, Game Programming I, Fall 2020 Syllabus SPOT
CSCE 4210.201, Game Programming I, Fall 2020 Syllabus SPOT
CSCE 4210.203, Game Programming I, Fall 2020 Syllabus SPOT
CSCE 4210.204, Game Programming I, Fall 2020 SPOT
CSCE 5250.001, Introduction to Game Programming, Fall 2020 Syllabus SPOT
CSCE 5250.201, Introduction to Game Programming, Fall 2020 Syllabus SPOT
CSCE 5250.600, Introduction to Game Programming, Fall 2020 SPOT
CSCE 5250.606, Introduction to Game Programming, Fall 2020
CSCE 4255.001, Programming Math and Physics for Games, Fall 2020 Syllabus SPOT
CSCE 5255.001, Programming Math and Physics for Games, Fall 2020 Syllabus SPOT
CSCE 6950.716, Doctoral Dissertation, Spring 2020
CSCE 4220.001, Game Programming II, Spring 2020 Syllabus
CSCE 4999.716, Senior Thesis, Spring 2020
CSCE 4250.001, Topics in Game Development, Spring 2020 Syllabus
CSCE 6950.716, Doctoral Dissertation, Fall 2019
CSCE 4210.001, Game Programming I, Fall 2019 Syllabus SPOT
CSCE 4210.201, Game Programming I, Fall 2019 SPOT
CSCE 4210.203, Game Programming I, Fall 2019 SPOT
CSCE 4210.204, Game Programming I, Fall 2019 SPOT
CSCE 4255.001, Programming Math and Physics for Games, Fall 2019 Syllabus SPOT
CSCE 4890.716, Directed Study, Spring 2019
CSCE 6950.716, Doctoral Dissertation, Spring 2019
CSCE 6950.716, Doctoral Dissertation, Spring 8W2 2019
CSCE 4220.001, Game Programming II, Spring 2019 Syllabus SPOT
CSCE 4250.001, Topics in Game Development, Spring 2019 Syllabus SPOT
CSCE 5150.001, Analysis of Computer Algorithms, Fall 2018
CSCE 6950.716, Doctoral Dissertation, Fall 2018
CSCE 4210.001, Game Programming I, Fall 2018 Syllabus SPOT
CSCE 4210.201, Game Programming I, Fall 2018 SPOT
CSCE 4210.202, Game Programming I, Fall 2018 SPOT
CSCE 4210.203, Game Programming I, Fall 2018 SPOT
CSCE 4210.204, Game Programming I, Fall 2018 SPOT
CSCE 6940.716, Individual Research, Fall 2018
CSCE 4215.001, Programming Math and Physics for Games, Fall 2018 Syllabus SPOT
CSCE 4999.716, Senior Thesis, Fall 2018
CSCE 6950.716, Doctoral Dissertation, Spring 2018
CSCE 6950.716, Doctoral Dissertation, Fall 2017
CSCE 4210.001, Game Programming I, Fall 2017 Syllabus SPOT
CSCE 4210.201, Game Programming I, Fall 2017 Syllabus SPOT
CSCE 4210.202, Game Programming I, Fall 2017 Syllabus SPOT
CSCE 4210.203, Game Programming I, Fall 2017 Syllabus SPOT
CSCE 4210.204, Game Programming I, Fall 2017 Syllabus
CSCE 6940.716, Individual Research, Fall 2017
CSCE 5250.001, Introduction to Game Programming, Fall 2017 SPOT
CSCE 4215.001, Programming Math and Physics for Games, Fall 2017 Syllabus SPOT
CSCE 5255.001, Programming Math and Physics for Games, Fall 2017 SPOT
CSCE 4999.716, Senior Thesis, Fall 2017 Syllabus
CSCE 5260.001, 3D Game Programming, Spring 2017 SPOT
CSCE 5265.001, Advanced Topics in Game Development, Spring 2017 SPOT
CSCE 4890.716, Directed Study, Spring 2017
CSCE 6950.716, Doctoral Dissertation, Spring 2017
CSCE 4210.501, Game Programming I, Spring 2017 Syllabus SPOT
CSCE 4210.511, Game Programming I, Spring 2017 SPOT
CSCE 4220.001, Game Programming II, Spring 2017 Syllabus SPOT
CSCE 6940.716, Individual Research, Spring 2017
CSCE 4250.001, Topics in Game Development, Spring 2017 Syllabus SPOT
CSCE 4890.716, Directed Study, Fall 2016
CSCE 6950.716, Doctoral Dissertation, Fall 2016
CSCE 4210.001, Game Programming I, Fall 2016 Syllabus SPOT
CSCE 4210.002, Game Programming I, Fall 2016 Syllabus SPOT
CSCE 4210.003, Game Programming I, Fall 2016 Syllabus SPOT
CSCE 4210.004, Game Programming I, Fall 2016 Syllabus SPOT
CSCE 6940.716, Individual Research, Fall 2016
CSCE 5250.001, Introduction to Game Programming, Fall 2016 SPOT
CSCE 5250.600, Introduction to Game Programming, Fall 2016 SPOT
CSCE 4215.001, Programming Math and Physics for Games, Fall 2016 Syllabus SPOT
CSCE 6900.716, Special Problems, Fall 2016
CSCE 6950.716, Doctoral Dissertation, Summer 10W 2016
CSCE 5265.001, Advanced Topics in Game Development, Spring 2016 SPOT
CSCE 2100.001, Computing Foundations I, Spring 2016 Syllabus SPOT
CSCE 2100.201, Computing Foundations I, Spring 2016 SPOT
CSCE 2100.202, Computing Foundations I, Spring 2016 SPOT
CSCE 2100.203, Computing Foundations I, Spring 2016 SPOT
CSCE 2100.204, Computing Foundations I, Spring 2016 SPOT
CSCE 2100.205, Computing Foundations I, Spring 2016 SPOT
CSCE 6950.716, Doctoral Dissertation, Spring 2016
CSCE 6940.716, Individual Research, Spring 2016
CSCE 4250.001, Topics in Game Development, Spring 2016 Syllabus SPOT
CSCE 5934.716, Directed Study, Fall 2015
CSCE 6950.716, Doctoral Dissertation, Fall 2015
CSCE 4210.001, Game Programming I, Fall 2015 Syllabus SPOT
CSCE 4210.002, Game Programming I, Fall 2015 Syllabus SPOT
CSCE 4210.003, Game Programming I, Fall 2015 Syllabus SPOT
CSCE 4210.004, Game Programming I, Fall 2015 Syllabus SPOT
CSCE 6940.716, Individual Research, Fall 2015
CSCE 5250.001, Introduction to Game Programming, Fall 2015 SPOT
CSCE 5250.600, Introduction to Game Programming, Fall 2015 SPOT
CSCE 4215.001, Programming Math and Physics for Games, Fall 2015 Syllabus SPOT
CSCE 6950.716, Doctoral Dissertation, Summer 10W 2015
CSCE 2900.716, Special Problems in Computer Science and Engineering, Summer 10W 2015
CSCE 5265.001, Advanced Topics in Game Development, Spring 2015
CSCE 5934.716, Directed Study, Spring 2015
CSCE 6950.716, Doctoral Dissertation, Spring 2015
CSCE 4220.001, Game Programming II, Spring 2015 Syllabus
CSCE 6940.716, Individual Research, Spring 2015
CSCE 4250.001, Topics in Game Development, Spring 2015 Syllabus
CSCE 4890.716, Directed Study, Fall 2014
CSCE 5934.716, Directed Study, Fall 2014
CSCE 6950.716, Doctoral Dissertation, Fall 2014
CSCE 4210.001, Game Programming I, Fall 2014 Syllabus
CSCE 6940.716, Individual Research, Fall 2014
CSCE 5250.001, Introduction to Game Programming, Fall 2014
CSCE 4215.001, Programming Math and Physics for Games, Fall 2014 Syllabus
CSCE 5934.716, Directed Study, Summer 10W 2014
CSCE 6950.716, Doctoral Dissertation, Summer 10W 2014
CSCE 6940.716, Individual Research, Summer 10W 2014
CSCE 5260.001, 3D Game Programming, Spring 2014
CSCE 5265.001, Advanced Topics in Game Development, Spring 2014
CSCE 4890.716, Directed Study, Spring 2014
CSCE 5934.716, Directed Study, Spring 2014
CSCE 6950.716, Doctoral Dissertation, Spring 2014
CSCE 4220.001, Game Programming II, Spring 2014 Syllabus
CSCE 4250.001, Topics in Game Development, Spring 2014 Syllabus
CSCE 4890.716, Directed Study, Fall 2013
CSCE 6950.716, Doctoral Dissertation, Fall 2013
CSCE 4210.001, Game Programming I, Fall 2013 Syllabus
CSCE 6940.716, Individual Research, Fall 2013
CSCE 5250.001, Introduction to Game Programming, Fall 2013
CSCE 4215.001, Programming Math and Physics for Games, Fall 2013 Syllabus
CSCE 6900.716, Special Problems, Fall 2013
CSCE 6950.716, Doctoral Dissertation, Summer 10W 2013
CSCE 6940.716, Individual Research, Summer 10W 2013
CSCE 5260.001, 3D Game Programming, Spring 2013
CSCE 5265.001, Advanced Topics in Game Development, Spring 2013
CSCE 4890.716, Directed Study, Spring 2013
CSCE 5934.716, Directed Study, Spring 2013
CSCE 6950.716, Doctoral Dissertation, Spring 2013
CSCE 4220.001, Game Programming II, Spring 2013 Syllabus
CSCE 6940.716, Individual Research, Spring 2013
CSCE 4250.001, Topics in Game Development, Spring 2013 Syllabus
CSCE 4890.716, Directed Study, Fall 2012
CSCE 6950.716, Doctoral Dissertation, Fall 2012
CSCE 4210.001, Game Programming I, Fall 2012 Syllabus
CSCE 6940.716, Individual Research, Fall 2012
CSCE 5250.001, Introduction to Game Programming, Fall 2012
CSCE 4215.001, Programming Math and Physics for Games, Fall 2012 Syllabus
CSCE 4890.716, Directed Study, Summer 10W 2012
CSCE 6940.716, Individual Research, Summer 10W 2012
CSCE 5260.001, 3D Game Programming, Spring 2012
CSCE 2100.001, Computing Foundations I, Spring 2012 Syllabus
CSCE 4890.716, Directed Study, Spring 2012
CSCE 5934.716, Directed Study, Spring 2012
CSCE 6950.716, Doctoral Dissertation, Spring 2012
CSCE 4220.001, Game Programming II, Spring 2012 Syllabus
CSCE 6940.716, Individual Research, Spring 2012
CSCE 5950.716, Master's Thesis, Spring 2012
CSCE 4890.716, Directed Study, Fall 2011
CSCE 5934.716, Directed Study, Fall 2011
CSCE 6950.716, Doctoral Dissertation, Fall 2011
CSCE 4210.001, Game Programming I, Fall 2011 Syllabus
CSCE 6940.716, Individual Research, Fall 2011
CSCE 5250.001, Introduction to Game Programming, Fall 2011
CSCE 4215.001, Programming Math and Physics for Games, Fall 2011 Syllabus
CSCE 4950.716, Special Problems in Computer Science and Engineering, Fall 2011
CSCE 4890.716, Directed Study, Summer 10W 2011
CSCE 6940.716, Individual Research, Summer 10W 2011
CSCE 4950.716, Special Problems in Computer Science and Engineering, Summer 10W 2011
CSCE 5260.001, 3D Game Programming, Spring 2011
CSCE 4890.716, Directed Study, Spring 2011
CSCE 5934.716, Directed Study, Spring 2011
CSCE 6950.716, Doctoral Dissertation, Spring 2011
CSCE 4220.001, Game Programming II, Spring 2011 Syllabus
CSCE 6940.716, Individual Research, Spring 2011
CSCE 5950.716, Master's Thesis, Spring 2011
CSCE 6900.716, Special Problems, Spring 2011
CSCE 4890.716, Directed Study, Fall 2010
CSCE 6950.716, Doctoral Dissertation, Fall 2010
CSCE 4210.001, Game Programming I, Fall 2010 Syllabus
CSCE 6940.716, Individual Research, Fall 2010
CSCE 5250.001, Introduction to Game Programming, Fall 2010
CSCE 5950.716, Master's Thesis, Fall 2010
CSCE 4890.716, Directed Study, Summer 10W 2010
CSCE 6900.716, Special Problems, Summer 10W 2010
CSCE 5260.001, 3D Game Programming, Spring 2010
CSCE 6950.716, Doctoral Dissertation, Spring 2010
CSCE 4220.001, Game Programming II, Spring 2010
CSCE 6940.716, Individual Research, Spring 2010
CSCE 5950.716, Master's Thesis, Spring 2010
CSCE 5933.001, Topics in Computer Science and Engineering, Spring 2010
CSCE 4250.001, Topics in Game Development, Spring 2010
CSCE 4890.716, Directed Study, Fall 2009
CSCE 5934.716, Directed Study, Fall 2009
CSCE 4210.001, Game Programming I, Fall 2009
CSCE 6940.716, Individual Research, Fall 2009
CSCE 5250.001, Introduction to Game Programming, Fall 2009
CSCE 5950.716, Master's Thesis, Fall 2009
CSCE 5900.716, Special Problems, Fall 2009
CSCE 6900.716, Special Problems, Fall 2009
CSCE 4890.716, Directed Study, Summer 10W 2009
CSCE 5260.001, 3D Game Programming, Spring 2009
CSCE 4890.716, Directed Study, Spring 2009
CSCE 4220.001, Game Programming II, Spring 2009
CSCE 6940.716, Individual Research, Spring 2009
CSCE 5950.716, Master's Thesis, Spring 2009
CSCE 4950.716, Special Problems in Computer Science and Engineering, Spring 2009
CSCE 4930.006, Topics in Computer Science and Engineering, Spring 2009
CSCE 5933.006, Topics in Computer Science and Engineering, Spring 2009
CSCE 4110.002, Algorithms, Fall 2008
CSCE 4890.716, Directed Study, Fall 2008
CSCE 5934.716, Directed Study, Fall 2008
CSCE 4210.001, Game Programming I, Fall 2008
CSCE 6940.716, Individual Research, Fall 2008
CSCE 5250.001, Introduction to Game Programming, Fall 2008
CSCE 5950.716, Master's Thesis, Fall 2008
CSCE 4950.716, Special Problems in Computer Science and Engineering, Fall 2008
CSCE 4890.716, Directed Study, Summer 10W 2008
CSCE 6940.716, Individual Research, Summer 10W 2008
CSCE 4940.716, Special Computer Application Problem, Summer 10W 2008
CSCE 4220.001, Advanced Game Programming, Spring 2008
CSCE 4890.716, Directed Study, Spring 2008
CSCE 6940.716, Individual Research, Spring 2008
CSCE 5950.716, Master's Thesis, Spring 2008
CSCE 5900.716, Special Problems, Spring 2008
CSCE 6900.716, Special Problems, Spring 2008
CSCE 4930.006, Topics in Computer Science and Engineering, Spring 2008
CSCE 5933.006, Topics in Computer Science and Engineering, Spring 2008
CSCE 4210.001, Computer Game Programming, Fall 2007
CSCE 4890.716, Directed Study, Fall 2007
CSCE 5934.716, Directed Study, Fall 2007
CSCE 6940.716, Individual Research, Fall 2007
CSCE 5950.716, Master's Thesis, Fall 2007
CSCE 4950.716, Special Problems in Computer Science and Engineering, Fall 2007
CSCE 5950.716, Master's Thesis, Summer 10W 2007
CSCE 4220.001, Advanced Game Programming, Spring 2007
CSCE 4890.716, Directed Study, Spring 2007
CSCE 5950.716, Master's Thesis, Spring 2007
CSCE 4930.003, Topics in Computer Science and Engineering, Spring 2007
CSCE 5933.001, Topics in Computer Science and Engineering, Spring 2007
CSCE 5150.001, Analysis of Computer Algorithms, Fall 2006
CSCE 4210.001, Computer Game Programming, Fall 2006
CSCE 4890.716, Directed Study, Fall 2006
CSCE 5934.716, Directed Study, Fall 2006
CSCE 5950.716, Master's Thesis, Fall 2006
CSCE 2900.716, Special Problems in Computer Science and Engineering, Fall 2006
CSCE 4890.716, Directed Study, Summer 10W 2006
CSCE 5950.716, Master's Thesis, Summer 10W 2006
CSCE 2900.716, Special Problems in Computer Science and Engineering, Summer 10W 2006
CSCE 4220.001, Advanced Game Programming, Spring 2006
CSCE 4110.001, Algorithms, Spring 2006
CSCE 4890.716, Directed Study, Spring 2006
CSCE 5934.716, Directed Study, Spring 2006
CSCE 5950.716, Master's Thesis, Spring 2006
CSCE 4110.001, Algorithms, Fall 2005
CSCE 4210.001, Computer Game Programming, Fall 2005
CSCE 4890.716, Directed Study, Fall 2005
CSCE 5934.716, Directed Study, Fall 2005
CSCE 5950.716, Master's Thesis, Fall 2005
CSCI 4890.716, Directed Study, Summer 10W 2005
CSCI 5890.716, Directed Study, Summer 10W 2005
CSCI 4052.001, Advanced Game Programming, Spring 2005
CSCI 5450.001, Analysis of Computer Algorithms, Spring 2005
CSCI 4890.716, Directed Study, Spring 2005
CSCI 5890.716, Directed Study, Spring 2005
CSCI 6950.716, Doctoral Dissertation, Spring 2005
CSCI 6940.716, Individual Research, Spring 2005
CSCI 5950.716, Master's Thesis, Spring 2005
CSCI 4450.001, Algorithm Analysis and Complexity Theory, Fall 2004
CSCI 4050.002, Computer Game Programming, Fall 2004
CSCI 4890.716, Directed Study, Fall 2004
CSCI 5890.716, Directed Study, Fall 2004
CSCI 6950.716, Doctoral Dissertation, Fall 2004
CSCI 6940.716, Individual Research, Fall 2004

* Texas Education Code 51.974 (HB 2504) requires each institution of higher education to make available to the public, a syllabus for undergraduate lecture courses offered for credit by the institution.

Published Publications

Published Intellectual Contributions

Book
Parberry, I. (2013). Introduction to Game Physics with Box2D. CRC Press. http://larc.unt.edu/ian/books/gamephysics/
Dunn, F., Parberry, I. (2011). 3D Math Primer for Graphics and Game Development. (2), . A.K. Peters.
Parberry, I. (2002). 3D Math Primer for Graphics and Game Development.
Parberry, I. (2001). Introduction to Computer Game Programming with DirectX 8.0. Wordware Publishing.
Parberry, I. (2000). Learn Computer Game Programming with DirectX 7.0. Wordware Publishing.
Parberry, I. (1995). Problems on Algorithms. Prentice Hall.
Parberry, I. (1994). Circuit Complexity and Neural Networks. MIT Press.
Parberry, I. (1987). Parallel Complexity Theory. Pitman.
Book Chapter
Roden, T., Parberry, I. (2005). Procedural Level Generation. Game Programming Gems 5. 579-588. Charles River Media.
Parberry, I. (1997). Knowledge, Understanding, and Computational Complexity. Optimality in Biological and Artificial Networks? Chapter 8. 125-144. Lawrence Erlbaum Associates.
Parberry, I. (1996). Circuit Complexity and Feedforward Neural Networks. Mathematical Perspectives on Neural Networks. 85-111. Lawrence Erlbaum Associates.
Parberry, I. (1995). Structural Complexity and Neural Networks. The Handbook of Brain Theory and Neural Networks. MIT Press.
Parberry, I. (1990). A Primer on the Complexity Theory of Neural Networks. Formal Techniques in Artificial Intelligence: A Sourcebook. Elsevier.
Conference Proceeding
Doran, J., Parberry, I. (2015). A Server-Side Framework for the Execution of Procedurally Generated Quests in an MMORPG. Proceedings of the 16th Annual European Conference on Simulation and AI in Computer Games. 103-110. http://larc.unt.edu/techreports/LARC-2015-01.pdf
Doran, J. H., Parberry, I. (2015). A server-side framework for the execution of procedurally generated quests in an MMORPG. GAMEON'15-Proceedings of the 16th Annual European Conference on Simulation and AI in Computer Games. 103--110.
Taylor, J., Parsons, T. D., Parberry, I. (2015). Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test. Society for the Advancement of the Science of Digital Games. Proceedings of the 10th International Conference on the Foundations of Digital Games. 8pp.
McMahan, T., Parberry, I., Parsons, T. D. (2015). Evaluating Electroencephalography Engagement Indices During Video Game Play. Proceedings of the 10th International Conference on the Foundations of Digital Games. 8pp.
McMahan, T., Parberry, I., Parsons, T. (2015). Evaluating Electroencephalography Engagement Indices during Video Game Play.
McMahan, T., Parberry, I., Parsons, T. D. (2015). Evaluating Player Task Engagement and Arousal Using Electroencephalography. Proceedings of the 3rd International Conference on Affective and Pleasurable Design. 1616-1623. Elsevier. http://larc.unt.edu/ian/pubs/AHFE2015ProceedingsEvaluatingMcMahan.pdf
McMahan, T., Parberry, I., Parsons, T. (2015). Evaluating Player Task Engagement and Arousal using Electroencephalography.
Doran, J. H., Parberry, I. (2011). A prototype quest generator based on a structural analysis of quests from four MMORPGs. Proceedings of the 2nd international workshop on procedural content generation in games. 1.
Parberry, I., Kazemzadeh, M. B., Roden, T. (2006). The Art and Science of Game Programming. Proceedings of the 37th ACM Technical Symposium on Computer Science Education. 510-514. ACM Press.
Ayoub, R., Chin, A., Parberry, I. (2005). A New Model for a Student Cyber Security Organization. Proceedings of the 2005 Information Security Curriculum Development Conference.
Roben, T., Parberry, I. (2005). Clouds and Stars: Efficient Real-Time Procedural Sky Rendering Using 3D Hardware. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain. 434-437.
Roden, T., Parberry, I. (2005). Designing a Narrative-Based Audio Only 3D Game Engine. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain. 274-277.
Parberry, I., Roden, T., Kazemzadeh, M. B. (2005). Experience with an Industry-Driven Capstone Course on Game Programming. Proceedings of the 2005 ACM Technical Symposium on Computer Science Education. 91-95. ACM Press.
Roden, T., Parberry, I. (2004). From Artistry to Automation: A Structured Methodology for Procedural Content Creation. Proceedings of the 3rd International Conference on Entertainment Computing. 151-156.
Roden, T., Parberry, I. (2004). Portholes and Planes: Faster dynamic evaluation of potentially visible sets. Proceedings of the Second Annual International Workshop in Game Design and Technology.
Jan, G. E., Chang, K., Parberry, I. (2003). A New Cell Decomposition Approach for Automatic Path-planning for a Mobile Robot. Proceedings of the 7th International Conference on Automation Technology.
Jan, G. E., Chang, K., Parberry, I. (2003). A New Maze Routing Approach for Path Planning of a Mobile Robot. Proceedings of the IEEE/ASME International Conference on Advanced Mechatronics, Kobe, Japan.
Tseng, H., Parberry, I. (1996). Are Hopfield Networks Faster Than Conventional Computers?. Proceedings of the 9th Conference on Neural Information Systems - Natural and Synthetic, Denver, Colorado. 239-245.
Parberry, I. (1995). The Internet and the Aspiring Games Programmer. Proceedings of DAGS 95, "Electronic Publishing and the Information Superhighway", James Ford, Fillia Makedon, Samuel Rebelsky (Editors), Boston, MA. 155-159. Birkhauser.
Parberry, I., Johnson, D. S. (1995). The SIGACT Theoretical Computer Science Genealogy: Preliminary Report. Proceedings of DAGS 95, "Electronic Publishing and the Information Superhighway", James Ford, Fillia Makedon, Samuel Rebelsky (Editors), Boston, MA. 197-205. Birkhauser.
Parberry, I. (1992). On the Complexity of Learning with a Small Number of Nodes. Proceedings of the 1992 International Joint Conference on Neural Networks. 3, 893-898.
Parberry, I. (1991). On the Computational Complexity of Optimal Sorting Network Verification. Proceedings of The Conference on Parallel Architectures and Languages Europe. 506, 252-269. Springer-Verlag.
Obradovic, Z., Parberry, I. (1990). Analog Neural Networks of Limited Precision I: Computing with Multilinear Threshold Functions. Advances in Neural Information Processing Systems 2 (Proceedings of the 1989 IEEE Conference on Neural Information Processing Systems). 702-709. Morgan Kaufmann.
Obradovic, Z., Parberry, I. (1990). Learning with Discrete Multi-valued Neurons. Proceedings of the Seventh Annual Machine Learning Conference. 392-399. Morgan Kaufmann.
Parberry, I. (1989). A Computer Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks. Proceedings of Supercomputing '89, Reno, Nevada. 152-161.
Parberry, I., Schnitger, G. (1987). Relating Boltzmann Machines to Conventional Models of Computation. Proceedings of the Second International Symposium on Methodologies for Intelligent Systems, Charlotte, NC. 347-354.
Parberry, I., Schnitger, G. (1986). Parallel Computation with Threshold Functions. Proceedings of the Structure in Complexity Theory Conference, Berkeley, California. 223(272-290), . Springer-Verlag.
Parberry, I. (1985). Some Practical Simulations of Impractical Parallel Computers. Proceedings of the International Workshop on Parallel Computing and VLSI, Amalfi, Italy. 27-37.
Journal Article
Parsons, T., McMahan, T., Parberry, I. (2022). Neurogaming-based Classification of Player Experience Using Consumer-Grade Electroencephalography.. IEEE Transactions on Affective Computing.
Parberry, I. (2018). `The Unexpected Beauty of Modular Bivariate Quadratic Functions. Journal of Mathematics and the Arts. 12(4), 10. Taylor and Francis. https://www.tandfonline.com/
Parberry, I. (2015). A Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions. 7(2), 200-203. IEEE.
McMahan, T., Parberry, I., Parsons, T. D. (2015). Modality Specific Assessment of Video Game Player's Cognitive Workload Using Off-the-Shelf Electroencephalographic Technologies. 7, 1-6. Elsevier. http://www.sciencedirect.com/science/article/pii/S1875952115000026
McMahan, T., Parberry, I., Parsons, T. (2015). Modality Specific Assessment of Video Game Player's Experience Using the Emotiv.
Parberry, I. (2015). Modeling Real-World Terrain with Exponentially Distributed Noise. Journal of Computer Graphics Techniques. 4(1), 1-9. http://larc.unt.edu/ian/research/tobler/
Parberry, I. (2015). Solving the (n^2-1)-Puzzle in Real Time with 8⁄3n^3 Expected Moves. Algorithms. 8(3), 459-465. MDPI. http://larc.unt.edu/ian/research/n2minus1puzzle/
Parberry, I. (2014). Adventures in ASCII Art. 47(3), 263-264. MIT Press. http://www.leonardo.info/leoinfo.html
Parberry, I. (2014). Amortized Noise. Journal of Computer Graphics Techniques. 3(2), 31-47. http://larc.unt.edu/ian/research/amortizednoise/
Parberry, I. (2014). Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data. Journal of Computer Graphics Techniques. 3(1), 74-85. http://larc.unt.edu/ian/research/valuenoise/
Wan, Y., Santiteerakul, W., Cheng, G., Buckles, B., Parberry, I. (2013). A representation for human gesture recognition and beyond. 1-6. IEEE Computer Society.
Amarasinghe, D., Parberry, I. (2013). Real-time Rendering of Burning Solid Objects in Video Games. 139-143. IEEE Press. http://larc.unt.edu/ian/research/fire3/
Parberry, I., Amarasinghe, D. (2013). Real-time Rendering of Melting Objects in Video Games. 154-158. IEEE Press. http://larc.unt.edu/ian/research/fire4/
Doran, J., Parberry, I. (2012). Emergent Economies for Role Playing Games. Other. 7(1), 35-47.
Doran, J. H., Parberry, I. (2012). Emergent Economies for Role Playing Games.. Other. 7(1), 35--48.
Doran, J., Parberry, I. (2011). A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs. 1-8. http://larc.unt.edu/ian/pubs/pcg2011.pdf http://www.eng.unt.edu/ian/research/quests/
Parberry, I. (2011). Challenges and Opportunities in the Design of Game Programming Classes for a Traditional Computer Science Curriculum. Other. 1, 1-17. http://www.rit.edu/gccis/gameeducationjournal/challenges-and-opportunities-design-game-programming-classes-traditional-computer-science-curriculum http://www.rit.edu/gccis/gameeducationjournal/
Amarasinghe, D., Parberry, I. (2011). Fast, Believable Real-time Rendering of Burning Low-Polygon Objects in Video Games. 21-26. EUROSIS. http://larc.unt.edu/ian/research/fire2/ http://larc.unt.edu/ian/pubs/GAMEON-NA_GRAPH_01.pdf
Taylor, J., Parberry, I. (2011). Procedural Generation of Sokoban Levels. 5-12. http://www.eng.unt.edu/ian/research/sokoban/, http://larc.unt.edu/ian/pubs/GAMEON-NA_METH_03.pdf
Amarasinghe, D., Parberry, I. (2011). Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games. 256-258. ACM Press. http://larc.unt.edu/techreports/LARC-2010-04.pdf http://larc.unt.edu/ian/research/fire/p256-amarasinghe.pdf
Yingst, M., Alford, J. R., Parberry, I. (2011). Very Fast Real-Time Ocean Wave Foam Rendering Using Halftoning. 37-34. http://larc.unt.edu/ian/research/seafoam/, http://larc.unt.edu/ian/pubs/GAMEON-NA_GRAPH_04.pdf
Doran, J. H., Parberry, I. (2010). Controlled procedural terrain generation using software agents. Other. 2(2), 111--119. IEEE.
Doran, J. H., Parberry, I. (2010). Towards procedural quest generation: A structural analysis of RPG quests. Other.
Doran, J., Parberry, I. (2010). Controlled Procedural Terrain Generation Using Software Agents. 2(2), 111-119. http://www.eng.unt.edu/ian/pubs/terrain.pdf, http://www.eng.unt.edu/ian/research/terrain/
Chang, K. Y., Jan, G. E., Su, c., Parberry, I. (2008). Optimal Interceptions on Two-Dimensional Grids with Obstacles. 61(1), .
Jan, G. E., Chang, K. Y., Parberry, I. (2008). Optimal Path Planning for Mobile Robot Navigation. 13(4), 451-460. IEEE Press.
Carson, E., Parberry, I. (2007). Algorithm Explorer: Visualizing Algorithms in a 3D Multimedia Environment. 155-159. ACM Press. http://www.eng.unt.edu/ian/pubs/fp228-parberry.pdf
Parberry, I., Nunn, J. R., Scheinberg, J., Carson, E., Cole, J. (2007). SAGE: A Simple Academic Game Engine. 90-94. Microsoft. http://www.eng.unt.edu/ian/pubs/sage.pdf
Roden, T., Parberry, I., Ducrest, D. (2007). Toward Mobile Entertainment: A Paradigm for Narrative-Based Audio Only Games. Other. 67(1), 76-90. http://www.eng.unt.edu/ian/Games4Health2010, http://www.eng.unt.edu/ian/Games4Health2010/
Martin, C., Parberry, I. (2006). Real Time Dynamic Wind Calculation for a Pressure Driven Wind System. 151-154. http://www.eng.unt.edu/ian/pubs/snow.pdf, http://www.eng.unt.edu/ian/pubs/vgsp_0014.wmv
Gao, S., Jan, G. E., Zhang, K., Parberry, I. (2005). A 4-geometry maze router and its application on multi-terminal nets. ACM Transactions on Design Automation of Electronic Systems. 10(1), 116-135.
Jan, G. E., Chang, K. Y., Gao, S., Parberry, I. (2005). A New 4-Geometry Maze Routing Algorithm. ACM Transactions on Design Automation of Electronic Systems. 9(1), . ACM.
Roden, T., Parberry, I. (2005). Portholes and Planes: Faster Dynamic Evaluation of Potentially Visible Sets. Other. 3(2), . ACM.
Chang, K. Y., Jan, G. E., Parberry, I. (2003). A Method for Searching Optimal Routes with Collision Avoidance on Raster Charts. Other. 56(3), 371-384.
Parberry, I. (1997). An Efficient Algorithm for the Knight's Tour Problem. Discrete Applied Mathematics. 73, 251-260.
Kyek, O., Parberry, I., Wegener, I. (1997). Bounds on the Number of Knight's Tours. Discrete Applied Mathematics. 74, 171-181.
Parberry, I. (1996). Scalability of a Neural Network for the Knight's Tour Problem. Neurocomputing. 12, 19-34.
Parberry, I. (1995). A Real-Time Algorithm for the (n^2-1)-Puzzle. Information Processing Letters. 56, 23-28.
Parberry, I. (1995). Load Sharing with Parallel Priority Queues. Other. 50(1), 64-73.
Yan, P. Y., Parberry, I. (1994). Exponential Size Lower Bounds for Some Depth Three Circuits. 112(1), 117-130.
Obradovic, Z., Parberry, I. (1994). Learning with Discrete Multi-valued Neurons. 49(2), 375-390.
Sorenson, J., Parberry, I. (1994). Two Fast Parallel Prime Number Sieve. 114(1), 115-130.
Parberry, I. (1992). A Note on the Complexity of Reliability in Neural Networks", IEEE Transactions on Neural Networks, Vol. 3, No. 6, pp. 998-1002.
Obradovic, Z., Parberry, I. (1992). Computing with Discrete Multi-valued Neurons. 45(3), 471-492.
Parberry, I. (1992). The Pairwise Sorting Network. Parallel Processing Letters. 2(2,3), 205-211.
Parberry, I. (1991). A Computer Assisted Optimal Depth Lower Bound for Nine-Input Sorting Networks. 24, 101-116.
Yan, P. Y., Parberry, I. (1991). Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes. SIAM Journal on Computing. 20(1), 88-89.
Parberry, I. (1990). An Optimal Time Bound for Oblivious Routing. Algorithmica. 5(2), 243-251.
Parberry, I. (1990). Single-Exception Sorting Networks and the Computational Complexity of Optimal Sorting Network Verification. 23, 81-93.
Parberry, I. (1989). A Note on Nondeterminism in Small, Fast Parallel Computers. IEEE Transactions on Computers. 38(5), 766-767.
Parker, B., Parberry, I. (1989). Constructing Sorting Networks from k-sorters. Information Processing Letters. 33(3), 157-162.
Parberry, I., Schnitger, G. (1989). Relating Boltzmann Machines to Conventional Models of Computation. Neural Networks. 2(1), 59-67.
Parberry, I., Schnitger, G. (1988). Parallel Computation with Threshold Functions. 36(3), 278-302.
Parberry, I. (1987). An Improved Simulation of Space and Reversal Bounded Deterministic Turing Machines by Width and Depth Bounded Uniform Circuits. Information Processing Letters. 24(6), 363-367.
Parberry, I. (1987). On the Time Required to Sum n Semigroup Elements on a Parallel Machine with Simultaneous Writes. Theoretical Computer Science. 51(1, 2), 239-248.
Parberry, I. (1987). Some Practical Simulations of Impractical Parallel Computers. Parallel Computing. 4(1), 93-101.
Parberry, I. (1986). On Recurrent and Recursive Interconnection Patterns. Information Processing Letters. 22(6), 285-289.
Goldschlager, L. M., Parberry, I. (1986). On the Construction of Parallel Computers from Various Bases of Boolean Functions. Theoretical Computer Science. 43(1), 43-58.
Goldschlager, L. M., Parberry, I. (1986). On the Construction of Parallel Computers from Various Bases of Boolean Functions. Theoretical Computer Science. 43(1), 43-58.
Goldschlager, L. M., Parberry, I. (1986). On the Construction of Parallel Computers from Various Bases of Boolean Functions. Theoretical Computer Science. 43(1), 43-58.
Ph.D. Thesis
Parberry, I. (2014). Procedural Generation of Content for Online Role Playing Games. University of North Texas.

Awarded Grants

Contracts, Grants and Sponsored Research

Grant - Research
Parberry, I., "Research," Sponsored by Activision, Private, $15000 Funded. (20172017).
,
Overall
Summative Rating
Challenge and
Engagement Index
Response Rate

out of 5

out of 7
%
of
students responded
  • Overall Summative Rating (median):
    This rating represents the combined responses of students to the four global summative items and is presented to provide an overall index of the class’s quality. Overall summative statements include the following (response options include a Likert scale ranging from 5 = Excellent, 3 = Good, and 1= Very poor):
    • The course as a whole was
    • The course content was
    • The instructor’s contribution to the course was
    • The instructor’s effectiveness in teaching the subject matter was
  • Challenge and Engagement Index:
    This rating combines student responses to several SPOT items relating to how academically challenging students found the course to be and how engaged they were. Challenge and Engagement Index items include the following (response options include a Likert scale ranging from 7 = Much higher, 4 = Average, and 1 = Much lower):
    • Do you expect your grade in this course to be
    • The intellectual challenge presented was
    • The amount of effort you put into this course was
    • The amount of effort to succeed in this course was
    • Your involvement in course (doing assignments, attending classes, etc.) was
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