Walking the Line: The Interface in Limbo
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Visual vs. Functional Design of 3D Models for Games
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Using Dynamic Sound Effects to Create Interactive Game Audio
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Towards Emotionally Adapted Games based on User Controlled Emotion Knobs
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Towards an interactive visualization of game design patterns
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Thug Life: Liminal Spaces and Social Critique in Grand Theft Auto
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Tangible Interfaces for Pervasive Gaming
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Socially Interactive Characters for Gaming and Education
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Realism and fantasy in computer games
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Push. Play. An Examination of the Button
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Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds
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Personalizing Game Content Using Audio-Visual Media
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Interface and Narrative Texture
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Interactive Story Writing in the Classroom: Using Computer Games
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Evolution Of Space Configuration In Videogames
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Embedding Knowledge in Educational Gameplay: Music Gaming in Cha-Luva Swing Festival
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Dialog as a Game
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Designing Goals for Role-Players
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Cut to the Chase: Towards an Intelligent In-Game Cinematography
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Constructing Narrativity in Games: Telling Stories with the Sims
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Cinematic Camera as Videogame Cliché: Analysis and Software Demonstration
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Can Games Think (Too Much)?
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