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INSCAPE: Emotion Expression and Experience in an Authoring Environment.

, , , , and . TIDSE, volume 4326 of Lecture Notes in Computer Science, page 219-230. Springer, (2006)

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Peak-end rule in narrative videogames: analysis of players' perceptions on social media about "The Last of Us Part II" and "God of War"., , and . FDG, page 54:1-54:4. ACM, (2023)An approach about health games to social network environment., , and . SeGAH, page 1-4. IEEE Computer Society, (2011)Bridging book: a not-so-electronic children picturebook., , , and . CHI Extended Abstracts, page 2801-2802. ACM, (2013)Merry go round: a physical, virtual, physical... toy., , , and . Advances in Computer Entertainment, page 59:1-59:4. ACM, (2014)The Systems and Methods of Game Design., and . Inf., 12 (12): 494 (2021)Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids., , , , and . SEGAH, page 1-8. IEEE, (2021)From the Necessity of Film Closure to Inherent VR Wideness., , and . International Conference on Virtual Storytelling, volume 2897 of Lecture Notes in Computer Science, page 74-77. Springer, (2003)Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games., , and . ICIDS, volume 13138 of Lecture Notes in Computer Science, page 172-176. Springer, (2021)INSCAPE: Emotion Expression and Experience in an Authoring Environment., , , , and . TIDSE, volume 4326 of Lecture Notes in Computer Science, page 219-230. Springer, (2006)Towards a new hybrid game model: designing tangible experiences., , , and . SeGAH, page 1-6. IEEE, (2020)