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ALIFE
1999
14 years 11 months ago
The Creatures Global Digital Ecosystem
An arti cial life entertainment-software product called Creatures was released in Europe in late 1996 and in the United States and Japan in mid-1997. When installed on a domestic c...
Dave Cliff, Stephen Grand
IFIP
2010
Springer
15 years 4 months ago
Laban Movement Analysis towards Behavior Patterns
This work presents a study about the use of Laban Movement Analysis (LMA) as a robust tool to describe human basic behavior patterns, to be applied in human-machine interaction. LM...
Luís Santos, Jorge Dias
CORR
2008
Springer
152views Education» more  CORR 2008»
14 years 11 months ago
Characterizing User Mobility in Second Life
In this work we present a measurement study of user mobility in Second Life. We first discuss different techniques to collect user traces and then focus on results obtained using ...
Chi-Anh La, Pietro Michiardi
CHI
2006
ACM
16 years 3 days ago
Exploring user experience in "blended reality": moving interactions out of the screen
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
David F. Huynh, Yan Xu, Shuo Wang
NIME
2005
Springer
163views Music» more  NIME 2005»
15 years 5 months ago
ixi software: The Interface as Instrument
This paper describes the audio human computer interface experiments of ixi in the past and outlines the current platform for future research. ixi software [5] was founded by Thor ...
Thor Magnusson