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Sensors at Play: A biometric framework for game developers and game users.

, , , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)

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Modifying a Game to Study the Impact of an Hostile Environments on Foraging Behavior., , , , , , , and . FDG, page 55:1-55:4. ACM, (2023)Eating Sound Dataset for 20 Food Types and Sound Classification Using Convolutional Neural Networks., , and . ICMI Companion, page 348-351. ACM, (2020)Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study., and . FDG, page 40:1-40:4. ACM, (2018)Towards a Taxonomy of AI in Hybrid Board Games., , , and . FDG, page 105:1-105:6. ACM, (2020)The Vocal Range of Movies - Sonifying Gender Representation in Film., and . ICEC, volume 9353 of Lecture Notes in Computer Science, page 545-550. Springer, (2015)StoryWorld: Procedural Quest Generation Rooted in Variety & Believability., , , and . FDG, page 44:1-44:4. ACM, (2023)Heritage Hunt: Developing a Role-Playing Game for Heritage Museums., and . ACE, volume 10714 of Lecture Notes in Computer Science, page 543-556. Springer, (2017)Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen., , , and . ACE, volume 10714 of Lecture Notes in Computer Science, page 239-260. Springer, (2017)Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research., , and . ACE, volume 10714 of Lecture Notes in Computer Science, page 202-218. Springer, (2017)The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game., and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)