The second self: computers and the human spirit
The second self: computers and the human spirit
Embodiment in conversational interfaces: Rea
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Computers as Theatre
BUILD-IT: A Brick-based integral Solution Supporting Multidisciplinary Design Tasks
Proceedings of the IFIP Working Group 13.2 Conference on Designing Effective and Usable Multimedia Systems
Emerging frameworks for tangible user interfaces
IBM Systems Journal
AR-bowling: immersive and realistic game play in real environments using augmented reality
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
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We explored how game flow can be influenced by adding a physical interaction space to an existing screen-based computer game. In this article we investigate how narrative influences the shifting of a player's focus of attention between physical and virtual interaction spaces.