Autonomy, interaction, and presence
Presence: Teleoperators and Virtual Environments - Premier issue
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Story reaction structures to emotion detection
Proceedings of the 1st ACM workshop on Story representation, mechanism and context
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Spherical mirror: a new approach to hemispherical dome projection
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
The CaveUT system: immersive entertainment based on a game engine
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
A case study of user immersion-based systematic design for serious heritage games
Multimedia Tools and Applications
Game Mods
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Four types of interactive environments explored ways to extend gaming beyond the limitations of the personal computer's conventional desktop interface. These projects aimed to challenge John Huizinga's notion of a "magic circle", the imaginary boundaries of the fantasy world that players of a game occupy. By expanding and diffusing the "magic circle", we believe we can more richly and thematically immerse the player, and more directly involve the audience. The projects were: surround projection environments (using a spherical mirror and warping code); surround projection in custom-built surround spaces with thematically designed tangible interfaces; arcade-style games; and bodily aware-games (using indirect and subconscious biofeedback that changes the music, "boss" monsters, and shaders). The working prototypes were considered successful by the students' peers and by visitors, but were also successful in engaging the students with the interface possibilities and interaction issues of unconventional game design. We also intend to further develop and provide some of these tools to the wider academic community.