The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
The experience of a sense of presence in intercultural and international encounters
Presence: Teleoperators and Virtual Environments
Hedonic and ergonomic quality aspects determine a software's appeal
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The Art of Computer Game Design
The Art of Computer Game Design
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Presence as experience: film informing ways of staying there
Presence: Teleoperators and Virtual Environments
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Albert in Africa: online role-playing and lessons from improvisational theatre
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Emotional usability of customer interfaces: focusing on cyber banking system interfaces
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Unscripted Narrative for Affectively Driven Characters
IEEE Computer Graphics and Applications
Involvement and presence in digital gaming
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Communication in multi-player role playing games – the effect of medium
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Game research, measuring gaming preferences
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Rapid assessment of game experiences in public settings
Proceedings of the 4th International Conference on Fun and Games
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