Sciweavers

36 search results - page 7 / 8
» Group play: determining factors on the gaming experience in ...
Sort
View
CHI
2010
ACM
13 years 10 months ago
Where is my team: supporting situation awareness with tactile displays
A group of friends visiting a crowded and noisy music festival is an example of a situation where knowing the location of other people is important, but where external factors, su...
Martin Pielot, Oliver Krull, Susanne Boll
NETGAMES
2006
ACM
13 years 11 months ago
Network game design: hints and implications of player interaction
While psychologists analyze network game-playing behavior in terms of players’ social interaction and experience, understanding user behavior is equally important to network res...
Kuan-Ta Chen, Chin-Laung Lei
CHI
2011
ACM
12 years 9 months ago
Starcraft from the stands: understanding the game spectator
Video games are primarily designed for the players. However, video game spectating is also a popular activity, boosted by the rise of online video sites and major gaming tournamen...
Gifford Cheung, Jeff Huang
VR
2010
IEEE
198views Virtual Reality» more  VR 2010»
13 years 4 months ago
Virtual Experience Test: A virtual environment evaluation questionnaire
We present the development and evaluation of the Virtual Experience Test (VET). The VET is a survey instrument used to measure holistic virtual environment experiences based upon ...
Dustin B. Chertoff, Brian Goldiez, Joseph J. LaVio...
SCA
2007
13 years 8 months ago
Smooth movers: perceptually guided human motion simulation
To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose upd...
Rachel McDonnell, Fiona N. Newell, Carol O'Sulliva...