Sciweavers

24 search results - page 2 / 5
» Active Geometry for Game Characters
Sort
View
DIGRA
2003
Springer
13 years 11 months ago
Stepping Back: Players as Active Participators
Instead of confining the player to a single role, the active participator model positions the player in a more flexible position towards the fictional gameworld: involved and imme...
Michael Nitsche, Maureen Thomas
CA
1998
IEEE
13 years 10 months ago
Active Voodoo Dolls: A Vision Based Input Device for Nonrigid Control
A vision based technique for nonrigid control is presented that can be used for animation and video game applications. The user grasps a soft, squishable object in front of a came...
John Isidoro, Stan Sclaroff
ACMACE
2005
ACM
13 years 12 months ago
Playmakers in multiplayer game communities: their importance and motivations for participation
In many game-like open-ended multiplayer communities, the success of the game, and well-being of the community, depends on the efforts of certain individuals who arrange resources...
Antti Salovaara, Mikael Johnson, Kalle Toiskallio,...
DIGRA
2005
Springer
13 years 11 months ago
Designing Goals for Online Role-Players
The increasing popularity of persistent worlds and the predicted rise of pervasive gaming, both having a strong inherent potential for role-playing, stress a classical challenge o...
Markus Montola
VAST
2004
ACM
13 years 11 months ago
The Ancient Olympic Games: Being Part of the Experience
This paper presents the virtual reality applications that the Foundation of the Hellenic World has produced associated with the Olympic Games in ancient Greece. The separate virtu...
Athanasios Gaitatzes, Dimitrios Christopoulos, Geo...