Game development for experience through staying there
暂无分享,去创建一个
[1] Alekseĭ Nikolaevich Leontʹev. Problems of the development of the mind , 1981 .
[2] Kiyoung Yang,et al. Continuous and Unobtrusive Capture of User-Player Behaviour and Experience to Assess and Inform Game Design and Development , 2006 .
[3] T. Marsh. Staying there: an activity-based approach to narrative design and evaluation as an antidote to virtual corpsing , 2003 .
[4] Tim Marsh,et al. Presence as Experience: Film Informing Ways of Staying There , 2003, Presence: Teleoperators & Virtual Environments.
[5] Shamus P. Smith,et al. Evaluation for the Design of Experience in Virtual Environments: Modeling Breakdown of Interaction and Illusion , 2001, Cyberpsychology Behav. Soc. Netw..
[6] David Wasserman. The Activity Checklist : A Tool for Representing the “ Space ” of Context , 1999 .
[7] Ellen Tove Christiansen,et al. Tamed by a rose: computers as tools in human activity , 1995 .
[8] Cyrus Shahabi,et al. User Experiences and Lessons Learned from Developing and Implementing an Immersive Game for the Science Classroom , 2005 .
[9] B. Nardi. Context and consciousness: activity theory and human-computer interaction , 1995 .
[10] Cyrus Shahabi,et al. Immersidata Management: Challenges in Management of Data Generated within an Immersive Environment , 1999, Multimedia Information Systems.
[11] A. N. Leont’ev,et al. Activity, consciousness, and personality , 1978 .
[12] K. Kuutti. Activity theory as a potential framework for human-computer interaction research , 1995 .
[13] Victor Kaptelinin,et al. Methods & tools: The activity checklist: a tool for representing the “space” of context , 1999, INTR.
[14] Cyrus Shahabi,et al. Automating the detection of breaks in continuous user experience with computer games , 2005, CHI Extended Abstracts.
[15] Tim Marsh,et al. Towards invisible style of computer-mediated activity : transparency and continuity , 2002 .
[16] Cyrus Shahabi,et al. AIMS: An Immersidata Management System , 2003, CIDR.
[17] Cyrus Shahabi,et al. Continuous archival and analysis of user data in virtual and immersive game environments , 2005, CARPE '05.