| 2015 | FDG | Evaluating Electroencephalography Engagement Indices During Video Game Play. | Timothy McMahan, Ian Parberry, Thomas D. Parsons |
| 2015 | FDG | Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test. | Joshua Taylor, Ian Parberry, Thomas D. Parsons |
| 2011 | FDG | Towards fast, believable real-time rendering of burning objects in video games. | Dhanyu Amarasinghe, Ian Parberry |
| 2011 | FDG | A prototype quest generator based on a structural analysis of quests from four MMORPGs. | Jonathon Doran, Ian Parberry |
| 2007 | SIGCSE | Algorithm explorer: visualizing algorithms in a 3D multimedia environment. | Erik Carson, Ian Parberry, Bradley Jensen |
| 2006 | SIGGRAPH | Real time dynamic wind calculation for a pressure driven wind system. | Criss Martin, Ian Parberry |
| 2006 | SIGCSE | The art and science of game programming. | Ian Parberry, Max B. Kazemzadeh, Timothy Roden |
| 2006 | SIGCSE | Digital gaming as a vehicle for learning. | Ursula Wolz, Tiffany Barnes, Ian Parberry, Michael R. Wick |
| 2005 | SIGCSE | Experience with an industry-driven capstone course on game programming: extended abstract. | Ian Parberry, Timothy Roden, Max B. Kazemzadeh |
| 1990 | ICML | Learning with Discrete Multi-Valued Neurons. | Zoran Obradovic, Ian Parberry |
| 1989 | ICPP | Improved Upper and Lower Time Bounds for Parallel Random Access Machines Without Simultaneous Writes. | Ian Parberry, Pei Yuan Yan |
| 1989 | SC | A computer assisted optimal depth lower bound for sorting networks with nine inputs. | Ian Parberry |
| 1987 | ISMIS | Relating Boltzmann Machines to Conventional Models of Computation. | Ian Parberry, Georg Schnitger |