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
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.
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.
Parberry, I. (2014). Procedural Generation of Content for Online Role Playing Games. University of North Texas.