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HICSS
2011
IEEE
182views Biometrics» more  HICSS 2011»
12 years 8 months ago
The "S" in Social Network Games: Initiating, Maintaining, and Enhancing Relationships
Social network games embedded within social network sites (SNSs) such as Facebook facilitate play with “Friends” within the SNS. In this study, we look at different dimensions...
Donghee Yvette Wohn, Cliff Lampe, Rick Wash, Nicol...
PUC
2002
165views more  PUC 2002»
13 years 4 months ago
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
: This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game ...
Adrian David Cheok, Xubo Yang, Zhiying Zhou, Mark ...
IWEC
2008
13 years 5 months ago
A Surround Display Warp-Mesh Utility to Enhance Player Engagement
Surround displays are used in simulation, training, and other applications based on virtual worlds. A wide-view display engages the viewer's peripheral vision, providing a mor...
Charles Henden, Erik Champion, Ralf Mühlberge...
GAMEON
2007
13 years 5 months ago
PANORAMA - Explorations in the Aesthetics of Social Awareness
In this paper we reflect on our experiences in developing PANORAMA, a playful application meant to promote and support social awareness in a work environment, through art-inspire...
Anton Eliëns, Dhaval Vyas
DIMEA
2007
99views Multimedia» more  DIMEA 2007»
13 years 8 months ago
Player adaptive entertainment computing
The concept of Player Adaptive Entertainment Computing (PAEC) is introduced to provide personalized experiences when interacting with the entertainment media. Two of the important ...
Kevin Kok Wai Wong
DIGRA
2003
Springer
13 years 9 months ago
Game Design Patterns
We present a model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play....
Staffan Björk, Sus Lundgren, Jussi Holopainen
NETGAMES
2004
ACM
13 years 9 months ago
A cheat controlled protocol for centralized online multiplayer games
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols...
Bei Di Chen, Muthucumaru Maheswaran
ACMACE
2004
ACM
13 years 9 months ago
AR-bowling: immersive and realistic game play in real environments using augmented reality
The game and entertainment industry plays an enormous role within the development and extensive usage of new technologies. They are one major technology driver concerning the deve...
Carsten Matysczok, Rafael Radkowski, Jan Berssenbr...
NETGAMES
2005
ACM
13 years 10 months ago
Game server selection for multiple players
The increase in power and connectivity of computers has enabled a growth in network games, with many games having numerous servers to which a player can connect. The game server s...
Steven Gargolinski, Christopher St. Pierre, Mark C...
ACMACE
2006
ACM
13 years 10 months ago
Age invaders
—This paper introduces Age Invaders (AI), a novel interactive inter-generation social-physical game which allows the elderly to play harmoniously together with children in physic...
Khoo Eng Tat, Shang Ping Lee, Adrian David Cheok