Metazoa Ludens: Mixed Reality Environment for Playing Computer Games with Pets
暂无分享,去创建一个
Adrian David Cheok | Roger Thomas Kok Chuen Tan | James Keng Soon Teh | A. Cheok | J. Teh | R. T. Tan
[1] Tara Estra. No more fat pets : canine and feline obesity, how to win , 2003 .
[2] Stefan Agamanolis,et al. Exertion interfaces: sports over a distance for social bonding and fun , 2003, CHI '03.
[3] Adrian David Cheok,et al. A mobile pet wearable computer and mixed reality system for human–poultry interaction through the internet , 2006, Personal and Ubiquitous Computing.
[4] J. Vormbrock,et al. Cardiovascular effects of human-pet dog interactions , 1988, Journal of Behavioral Medicine.
[5] M M Calvert,et al. Human-Pet Interaction and Loneliness: A Test of Concepts from Roy's Adaptation Model , 1989, Nursing science quarterly.
[6] E. Wagner,et al. The epidemiologic evidence for a relationship between social support and health. , 1983, American journal of epidemiology.
[7] J. Serpell,et al. Beneficial Effects of Pet Ownership on Some Aspects of Human Health and Behaviour , 1991, Journal of the Royal Society of Medicine.
[8] N. Kawakami,et al. Epidemiology of job stress and health in Japan: review of current evidence and future direction. , 1999, Industrial health.
[9] Mark D. Griffiths,et al. Does Internet and Computer "Addiction" Exist? Some Case Study Evidence , 2000, Cyberpsychology Behav. Soc. Netw..
[10] Steve Benford,et al. Where on-line meets on the streets: experiences with mobile mixed reality games , 2003, CHI '03.
[11] Jan Selmer,et al. Expatriate Management: New Ideas for International Business , 1995 .
[13] Cindy C. Wilson,et al. The Pet as an Anxiolytic Intervention , 1991, The Journal of nervous and mental disease.
[14] M. Shields,et al. Long working hours and health. , 1999, Health reports.
[15] Sukhit Phaosavasdi,et al. Animals and ethics. , 2005, Journal of the Medical Association of Thailand = Chotmaihet thangphaet.
[16] T. Foster,et al. Behavior Analysis and Farm Animal Welfare , 1997, The Behavior analyst.
[17] B. Roche,et al. The Behavior of Organisms? , 1997 .
[18] James A. Hendler,et al. Designing PETS: a personal electronic teller of stories , 1999, CHI '99.
[19] Karen Littleton,et al. UNDERSTANDING COMPUTER GAME CULTURES A situated approach , 1999 .
[20] Hiroaki Kitano,et al. Reconfigurable physical agents , 1998, AGENTS '98.
[21] Wei Liu,et al. Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing , 2004, ACE '04.
[22] Mark D. Griffiths,et al. Breaking the Stereotype: The Case of Online Gaming , 2003, Cyberpsychology Behav. Soc. Netw..
[23] E. Friedmann,et al. Social Interaction and Blood Pressure: Influence of Animal Companions , 1983, The Journal of nervous and mental disease.
[24] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[25] J. Rutter,et al. Gender dynamics and the social and spatial organization of computer gaming , 2003 .