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DIGRA
2005
Springer
13 years 10 months ago
Fundamental Components of the Gameplay Experience: Analysing Immersion
This paper presents a gameplay experience model, assesses its potential as a tool for research and presents some directions for future work. The presented model was born from obse...
Laura Ermi, Frans Mäyrä
CIE
2005
Springer
13 years 4 months ago
Atomic actions -- molecular experience: theory of pervasive gaming
The attempt of this paper is to describe and analyze the formalisms of pervasive games and pervasive gaming (PG). As the title indicates, PG consists of atomic entities that never...
Bo Kampmann Walther
CANDC
2005
ACM
13 years 4 months ago
Comments on selected fundamental aspects of microarray analysis
Microarrays are becoming a ubiquitous tool of research in life sciences. However, the working principles of microarray-based methodologies are often misunderstood or apparently ig...
Alessandra Riva, Anne-Sophie Carpentier, Bruno Tor...
CHI
1999
ACM
13 years 8 months ago
Bridging Strategies for VR-Based Learning
A distributed immersive virtual environment was deployed as a component of a pedagogical strategy for teaching third grade children that the Earth is round. The displacement strat...
Thomas G. Moher, Andrew E. Johnson, Stellan Ohlsso...
VR
2000
IEEE
117views Virtual Reality» more  VR 2000»
13 years 9 months ago
First Steps with a Rideable Computer
Although technologies such as head mounted displays and CAVEs can be used to provide large immersive visual displays within small physical spaces, it is difficult to provide virt...
Robert S. Allison, Laurence R. Harris, Michael Jen...