A critical review of digital storyline-enhanced learning
E Novak - Educational Technology Research and Development, 2015 - Springer
Storyline is one of the major motivators that lead people to play video games. However, little
empirical evidence exists on the instructional effectiveness of integrating a storyline into …
empirical evidence exists on the instructional effectiveness of integrating a storyline into …
The effects of context-sensitive tutorials in virtual reality games
Virtual reality (VR) devices have become popular in recent time due to the release of several
consumer grade VR devices. Currently games are considered one of the primary use cases …
consumer grade VR devices. Currently games are considered one of the primary use cases …
[PDF][PDF] 3D Interaction Techniques for Virtual Shopping: Design and Preliminary Study.
E Verhulst, P Richard, E Richard… - VISIGRAPP (1 …, 2016 - pdfs.semanticscholar.org
Virtual Reality is now recognized as a powerful tool for the assessment and rehabilitation of
both motor and cognitive impairments. In this context, effective Virtual Environments (VEs) …
both motor and cognitive impairments. In this context, effective Virtual Environments (VEs) …
[HTML][HTML] Kwestionariusz immersji: polska adaptacja i empiryczna weryfikacja narzędzia
Celem trzech przedstawionych badań było stworzenie polskiej adaptacji Kwestionariusza
immersji, narzędzia mierzącego zaangażowanie w grę wideo. Kwestionariusz został …
immersji, narzędzia mierzącego zaangażowanie w grę wideo. Kwestionariusz został …
Sensation: measuring the effects of a human-to-human social touch based controller on the player experience
M Canat, MO Tezcan, C Yurdakul, E Tiza… - Proceedings of the …, 2016 - dl.acm.org
We observe an increasing interest on usage of full-body interaction in games. However,
human-to-human social touch interaction has not been implemented as a sophisticated …
human-to-human social touch interaction has not been implemented as a sophisticated …
Classification of affective data to evaluate the level design in a role-playing videogame
F Balducci, C Grana… - 2015 7th International …, 2015 - ieeexplore.ieee.org
This paper presents a novel approach to evaluate game level design strategies, applied to
role playing games. Following a set of well defined guidelines, two game levels were …
role playing games. Following a set of well defined guidelines, two game levels were …
The expanding role of text on screen: Subtitling Eugene Kotlyarenko's Spree
K Kupisz, M Deckert - Journal of Adaptation in Film & …, 2022 - intellectdiscover.com
The aim of this article is to investigate the additional layer of text on screen present in
Eugene Kotlyarenko's Spree (2020) and explore the translator's perspective on the …
Eugene Kotlyarenko's Spree (2020) and explore the translator's perspective on the …
La dimensión narrativa de los videojuegos first-person shooter (FPS)
ER Martín Ibáñez - 2017 - docta.ucm.es
El propósito es investigar los videojuegos como vehículos para contar historias. Muchos de
ellos, incluyendo los First-Person Shooters (FPS) o de disparos en primera persona …
ellos, incluyendo los First-Person Shooters (FPS) o de disparos en primera persona …
[PDF][PDF] Impact of Different Levels of Difficulty on Immersion in Video Games.
J Sigailov-Lanfranchi - AICS, 2019 - ceur-ws.org
Twelve participants played three levels of Tetris that varied by difficulty and immersion was
measured after each level with a survey. The levels corresponded to the scenarios:[skill of …
measured after each level with a survey. The levels corresponded to the scenarios:[skill of …
Valutazione affettiva ed interattiva di dati multimediali
F Balducci - 2018 - tesidottorato.depositolegale.it
Oggigiorno i dati multimediali provengono da ogni attività umana con fonti molto eterogenee
che vanno dalle interazioni on-line ai sensori IoT; queste informazioni possono essere …
che vanno dalle interazioni on-line ai sensori IoT; queste informazioni possono essere …