Ian Parberry

University of North Texas

Computer Science and Engineering

Email: Ian.Parberry@unt.edu

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

Professor, University of North Texas. (2002 – Present).

Interim Chair, University of North Texas. (2009 – 2011).

Professor, University of North Texas. (1995 – 2002).

Associate Professor, University of North Texas. (1990 – 1995).

Assistant Professor, Penn State University. (1984 – 1990).

Member, ACM SIGCSE. (2005 – Present).

Member, International Game Developer's Association. (2003 – Present).

Member, ACM. (1980 – Present).

Member, ACM SIGACT. (1980 – Present).

Top 50/500 Game Design Programs in North America, The Princeton Review and GamePro. (2010 – 2010).

Most Valuable Professional, Microsoft Corporation. (2009 – 2009).

Most Valuable Professional, Microsoft Corporation. (2008 – 2008).

Most Valuable Professional, Microsoft Corporation. (2007 – 2007).

Most Valuable Professional, Microsoft Corporation. (2006 – 2006).

Most Valuable Professional, Microsoft Corporation. (2005 – 2005).

Honor Professor, UNT SGA. (2004 – 2004).

Most Valuable Professional, Microsoft Corporation. (2004 – 2004).

Distinguished Service Prize, ACM SIGACT. (1998 – 1998).

CSCE 2100, Computing Foundations I, 7 courses.

CSCE 2900, Special Problems in Computer Science and Engineering, 3 courses.

CSCE 4110, Algorithms, 3 courses.

CSCE 4210, Game Programming I, 34 courses.

CSCE 4215, Programming Math and Physics for Games, 8 courses.

CSCE 4220, Game Programming II, 12 courses.

CSCE 4250, Topics in Game Development, 7 courses.

CSCE 4255, Programming Math and Physics for Games, 1 course.

CSCE 4890, Directed Study, 27 courses.

CSCE 4930, Topics in Computer Science and Engineering, 3 courses.

CSCE 4940, Special Computer Application Problem, 1 course.

CSCE 4950, Special Problems in Computer Science and Engineering, 5 courses.

CSCE 4999, Senior Thesis, 2 courses.

CSCE 5150, Analysis of Computer Algorithms, 2 courses.

CSCE 5250, Introduction to Game Programming, 12 courses.

CSCE 5255, Programming Math and Physics for Games, 1 course.

CSCE 5260, 3D Game Programming, 7 courses.

CSCE 5265, Advanced Topics in Game Development, 5 courses.

CSCE 5900, Special Problems, 2 courses.

CSCE 5933, Topics in Computer Science and Engineering, 4 courses.

CSCE 5934, Directed Study, 15 courses.

CSCE 5950, Master's Thesis, 15 courses.

CSCE 6900, Special Problems, 6 courses.

CSCE 6940, Individual Research, 26 courses.

CSCE 6950, Doctoral Dissertation, 25 courses.

CSCI 4050, Computer Game Programming, 1 course.

CSCI 4052, Advanced Game Programming, 1 course.

CSCI 4450, Algorithm Analysis and Complexity Theory, 1 course.

CSCI 4890, Directed Study, 3 courses.

CSCI 5450, Analysis of Computer Algorithms, 1 course.

CSCI 5890, Directed Study, 3 courses.

CSCI 5950, Master's Thesis, 1 course.

CSCI 6940, Individual Research, 2 courses.

CSCI 6950, Doctoral Dissertation, 2 courses.

Major Professor,"In Progress," Computer Science and Engineering. (2013 – Present).

Major Professor,"In Progress," Computer Science and Engineering. (2013 – Present).

Major Professor,"In Progress," Computer Science and Engineering. (2013 – Present).

Major Professor,"REAL TIME ASSESSMENT OF A VIDEO GAME PLAYER'S STATE OF MIND USING OFF-THE-SHELF ELECTROENCEPHALOGRAPHY," Computer Science and Engineering. (2010 – 2016).

Major Professor,""The Procedural Generation of Interesting Sokoban Levels"," Computer Science and Engineering. (2008 – 2015).

Major Professor,"In Progress," Computer Science and Engineering. (2007 – 2015).

Major Professor,""Procedural Content Generation for Role Playing Games"," Computer Science and Engineering. (2007 – 2014).

Other,""Real-time Rendering of Burning Objects in Video Games ",". (2008 – 2013).

Other,"Sea Foam,". (2008 – 2012).

Other. (2006 – 2012).

Other,""Procedural Content Creation and Technologies for 3D Graphics Applications",". (2002 – 2005).

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.

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.

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

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. 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

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.

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

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., 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., 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.

Parberry, I. (Author & Presenter), Departmental Colloquium, The Unexpected Beauty of Modular Bivariate Quadratic Functions, Department of Computer Science, University of Warwick, UK, Department of Computer Science, University of Warwick, UK, United Kingdom. (2018 – 2018).

Parberry, I. (Author & Presenter), Generating Realistic Terrain for Video Games using Digital Geography, Licenciatura en Multimedia y Animacion Digital, Universidad Autonoma de Nuevo Leon, Monterrey, Mexico, Mexico. (2016 – 2016).

Parberry, I. (Presenter), Generating Realistic Terrain for Video Games using Digital Geography. (2014 – 2014).

Parberry, I. (Presenter), "Three Topics in Procedural Content Generation". (2013 – 2013).

Parberry, I. (Presenter), ``What Does the Art and Science of Video Game Development Bring to Computer Science Education?'',. (2013 – 2013).

Parberry, I. (Presenter), Real-time Rendering of Burning Solid Objects in Video Games. (2013 – 2013).

Parberry, I. (Presenter), Real-time Rendering of Melting Objects in Video Games. (2013 – 2013).

Parberry, I. (Presenter), "What Does Computer Science Bring to the Art and Science of Video Game Development?". (2012 – 2012).

Parberry, I. (Presenter), "Fast, Believable Real-time Rendering of Burning Low-Polygon Objects in Video Games". (2011 – 2011).

Parberry, I. (Presenter), "Procedural Generation of Sokoban Levels". (2011 – 2011).

Parberry, I. (Other), "What Does the Art and Science of Procedural Content Generation Bring to Game Design? (And Vice-Versa)". (2011 – 2011).

Parberry, I. (Presenter), A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs. (2011 – 2011).

Parberry, I. (Other), What Does the Art and Science of Video Game Development Bring to Computer Science Education and Research?. (2011 – 2011).

Parberry, I. (Other), Audio Games. (2010 – 2010).

Parberry, I. (Other), UNT LARC: Research and Education in Game Programming. (2010 – 2010).

Parberry, I. (Other), Education and Research in Game Programming at UNT's Laboratory for Recreational Computing. (2009 – 2009).

Parberry, I. (Other), "Research and Education in Game Development at UNT LARC". (2008 – 2008).

Parberry, I. (Presenter), "SAGE: A Simple Academic Game Engine". (2007 – 2007).

Parberry, I. (Other), "Two Topics in Game Development". (2007 – 2007).

Parberry, I. (Other), "Experience With an Industry-Driven Capstone Course on Game Programming". (2006 – 2006).

Parberry, I. (Other), "SAGE: A Simple Academic Game Engine". (2006 – 2006).

Parberry, I. (Other), "SAGE: A Simple Academic Game Engine". (2006 – 2006).

Parberry, I. (Other), "SAGE: A Simple Academic Game Engine". (2006 – 2006).

Parberry, I. (Other), "The Art and Science of Game Programming". (2006 – 2006).

Parberry, I. (Presenter), "The Art and Science of Game Programming". (2006 – 2006).

Parberry, I. (Other), "Three Research Topics in Entertainment Computing". (2006 – 2006).

Parberry, I. (Other), "Experience With an Industry-Driven Capstone Course on Game Programming". (2005 – 2005).

Parberry, I. (Presenter), "Experience With an Industry-Driven Capstone Course on Game Programming". (2005 – 2005).

Parberry, I. (Other), "Experience With an Industry-Driven Capstone Course on Game Programming". (2005 – 2005).

Parberry, I. (Other), "Experience With an Industry-Driven Capstone Course on Game Programming". (2005 – 2005).

Parberry, I. (Other), "Experience With an Industry-Driven Capstone Course on Game Programming",. (2005 – 2005).

Parberry, I. (Other), "The Joy of Math for Game Programmers". (2005 – 2005).

Parberry, I. (Other), "Three Research Topics in Entertainment Computing". (2005 – 2005).

Parberry, I. (Other), "Three Research Topics in Entertainment Computing",. (2005 – 2005).

Parberry, I. (Other), "3D Math Boot Camp: Part 3". (2004 – 2004).

Parberry, I. (Other), "3D Math Boot Camp: Part 4". (2004 – 2004).

Parberry, I. (Other), "Research and Education in Game Programming". (2004 – 2004).

Parberry, I. (Other), "3D Math Boot Camp: Part 1". (2003 – 2003).

Parberry, I. (Other), "3D Math Boot Camp: Part 2". (2003 – 2003).

Parberry, I. (Other), "Algorithms for Touring Knights". (2000 – 2000).

Parberry, I. (Other), "Game Programming at the University of North Texas: 2000". (2000 – 2000).

Parberry, I., "Research," Sponsored by Activision, Private, $15000 Funded. (2017 – 2017).

Parberry, I. (Principal), ""Algorithm Explorer",," Sponsored by Microsoft Corpration, $20000. (2005 – 2009).

Parberry, I. (Principal), ""Developing a Game Engine with Incremental Development"," Sponsored by Microsoft Research, $80000. (2005 – 2009).

ACM Distinguished Scientist, Association for Computing Machinery. (2015 – Present).

Member, Executive Committee. (August 2018 – August 2019).

Co-Chair, Personnel Affairs Committee. (August 2018 – August 2019).

Committee Member, Student Grade Appeals Committee. (August 2018 – August 2019).

Committee Member, Personnel Affairs Committee. (August 2015 – December 2017).

Chairperson, Undergraduate Subcommittee on Computer Science. (August 2015 – August 2016).

Committee Member, Intellectual Property Committee. (August 2013 – August 2016).

Committee Member, Introductory Sequence Committee. (August 2014 – August 2015).

Committee Chair, Personnel Affairs Committee. (August 2014 – July 2015).

Committee Chair, Executive Committee. (2009 – 2011).

Other, Faculty Council. (2008 – 2009).

Committee Member, Personnel Affairs Committee. (2008 – 2009).

Committee Member, Steering Committee. (2007 – 2009).

Committee Member, Personnel Affairs Committee. (2004 – 2009).

Committee Chair, Personnel Affairs Committee. (2007 – 2008).

Committee Chair, Personnel Affairs Committee. (2007 – 2008).

Committee Chair, Personnel Affairs Committee. (2007 – 2008).

Committee Member, Personnel Affairs Committee. (2007 – 2008).

Committee Member, Faculty Senate Charter/Bylaws Committee. (2006 – 2007).

Committee Member, Faculty Senate Faculty Salary Study Committee. (2006 – 2007).

Committee Member, Implementation Committee for the UNT Academic Plan. (2006 – 2007).

Committee Member, Personnel Affairs Committee. (2006 – 2007).

Committee Member, Executive Committee. (2004 – 2006).

Committee Member, Faculty Senate Charter/Bylaws Committee. (2004 – 2005).

Committee Member, Faculty Senate Faculty Salary Study Committee. (2004 – 2005).

Task Force Member, Provost's Increasing Research Task Force. (2004 – 2005).

Other, Faculty Senate. (2003 – 2005).

Committee Member, Graduate Committee. (2001 – 2003).

Committee Member, Personnel Affairs Committee. (1998 – 2003).

Member, Editorial Advisory Board. (2011 – Present).

Officer, Secretary, Board. (2009 – Present).

Committee Member, Program Committee. (2011 – 2011).

Committee Member, Program Committee. (2011 – 2011).

Committee Member, Program Committee. (2009 – 2010).

Committee Member, Program Committee. (2008 – 2009).

Committee Member, Program Committee. (2007 – 2008).

Committee Member, International Programme Committee. (2006 – 2007).

Committee Chair, Program Committee. (2006 – 2007).

Member, Panel on Digital Gaming as a Vehicle for Learning. (2006 – 2006).

Committee Member, Program Committee. (2005 – 2006).

Committee Member, Program Committee. (2005 – 2006).

Session Chair, Birds-of-a-feather session on game programming education. (2005 – 2005).

Member, Senior Project Capstone Course Panel Discussion, Fort Worth, Texas. (2005 – 2005).

Committee Member, Distinguished Service Award Committee. (1999 – 2002).

Other, Executive Committee. (1999 – 2002).

Member, Electronic Publications Board. (1994 – 2002).

Committee Member, Executive Committee. (1991 – 2002).

Member, Research Funding Panel. (2001 – 2001).

Other, Organizing Committee. (1995 – 2001).

Committee Chair, Distinguished Service Award Committee. (1999 – 2000).