Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Proceedings of the third annual conference on Autonomous Agents
Designing Interactive Theme Park Rides
IEEE Computer Graphics and Applications
Using a Wizard of Oz study to inform the design of SenToy
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Multimodal expressive embodied conversational agents
Proceedings of the 13th annual ACM international conference on Multimedia
Comparison of think-aloud and constructive interaction in usability testing with children
Proceedings of the 2005 conference on Interaction design and children
User-centred design and evaluation of affective interfaces
From brows to trust
Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine
Lifestyle ubiquitous gaming: computer games making daily lives fun
SEUS'07 Proceedings of the 5th IFIP WG 10.2 international conference on Software technologies for embedded and ubiquitous systems
From acoustic cues to an expressive agent
GW'05 Proceedings of the 6th international conference on Gesture in Human-Computer Interaction and Simulation
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FantasyA is a role-playing game where emotions are part of the game logic. SenToy is a tangible interface device [2], used to influence emotional behaviour in FantasyA. Players in the game FantasyA have to master SenToy and exhibit a particular set of emotions and perform a set of actions in order to evolve in the game [3]. A study was undertaken to gauge the success of the overall gaming experience, as well as the individual components, the FantasyA game with its emotional content and the SenToy control device with its gestural input.