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A Model for Analyzing Diegesis in Digital Narrative Games., , и . ICIDS, том 11869 из Lecture Notes in Computer Science, стр. 8-21. Springer, (2019)Myth, Diegesis and Storytelling in Perennial Games., и . ICIDS, том 13762 из Lecture Notes in Computer Science, стр. 634-650. Springer, (2022)Player interaction in narrative games: structure and narrative progression mechanics., , и . FDG, стр. 23:1-23:9. ACM, (2019)An Active Analysis and Crowd Sourced Approach to Social Training., , , , и . ICIDS, том 10045 из Lecture Notes in Computer Science, стр. 156-167. (2016)Expressive Response Curves: Testing Expressive Game Feel with A., и . AIIDE, стр. 284-294. AAAI Press, (2023)Getting to the Point: Resolving Ambiguity in Intelligent Narrative Technologies., и . INT/WICED@AIIDE, том 2321 из CEUR Workshop Proceedings, CEUR-WS.org, (2018)What Is a Game Mechanic?, , и . ICEC, том 13056 из Lecture Notes in Computer Science, стр. 336-347. Springer, (2021)Änything a Guardian Does Is Canonical": Player Understanding of Canon in Destiny., и . Proc. ACM Hum. Comput. Interact., 7 (CHI): 237-263 (2023)Going forward by going back: re-defining rewind mechanics in narrative games., , и . FDG, стр. 32:1-32:6. ACM, (2018)Where to Sit? The Study and Implementation of Seat Selection in Public Places., , , и . IVA, том 6895 из Lecture Notes in Computer Science, стр. 48-54. Springer, (2011)