Juicy Haptic Design: Vibrotactile Embellishments Can Improve Player Experience in Games
暂无分享,去创建一个
[1] Marianna Obrist,et al. Measuring the added value of haptic feedback , 2017, 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX).
[2] Sehyung Park,et al. Design of haptic interface for brickout game , 2009, 2009 IEEE International Workshop on Haptic Audio visual Environments and Games.
[3] Samuel B. Williams,et al. ASSOCIATION FOR COMPUTING MACHINERY , 2000 .
[4] Simeon Atanasov. Juiciness: Exploring and designing around experience of feedback in video games , 2013 .
[5] Steve Swink,et al. Game Feel: A Game Designer's Guide to Virtual Sensation , 2008 .
[6] Jesper Juul,et al. A Casual Revolution: Reinventing Video Games and Their Players , 2009 .
[7] Y. Benjamini,et al. Controlling the false discovery rate: a practical and powerful approach to multiple testing , 1995 .
[8] Abdulmotaleb El-Saddik,et al. Slingshot 3D: A synchronous haptic-audio-video game , 2012, Multimedia Tools and Applications.
[9] Sebastian Deterding,et al. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design , 2015, Hum. Comput. Interact..
[10] Eyal Ofek,et al. Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences , 2016, CHI.
[11] Jussi Holopainen,et al. Good Game Feel: An Empirically Grounded Framework for Juicy Design , 2018, DiGRA Conference.
[12] Jesper Juul,et al. Good Feedback for bad Players? A preliminary Study of ‘juicy’ Interface feedback , 2016 .
[13] Roope Raisamo,et al. Touch gestures in communicating emotional intention via vibrotactile stimulation , 2013, Int. J. Hum. Comput. Stud..
[14] Seungmoon Choi,et al. Emotional responses of tactile icons: Effects of amplitude, frequency, duration, and envelope , 2015, 2015 IEEE World Haptics Conference (WHC).
[15] Shun Suzuki,et al. Noncontact Thermal and Vibrotactile Display Using Focused Airborne Ultrasound , 2020, EuroHaptics.
[16] Karon E. MacLean,et al. Perceptual Design of Haptic Icons , 2003 .
[17] Kathrin Maria Gerling,et al. Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience , 2019, CHI PLAY.
[18] Christopher A. Brooks,et al. Useful junk?: the effects of visual embellishment on comprehension and memorability of charts , 2010, CHI.
[19] Michael Burmester,et al. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität , 2003, MuC.
[20] Sriram Subramanian,et al. Talking about tactile experiences , 2013, CHI.
[21] Ulf Hagen,et al. Designing for Player Experience : How Professional Game Developers Communicate Design Visions , 2011 .
[22] Kathrin Gerling,et al. Understanding the Effects of Gamification and Juiciness on Players , 2019, 2019 IEEE Conference on Games (CoG).
[23] Jochen Lang,et al. HaptiCast : A Physically-Based 3 D Game with Haptic Feedback , 2006 .
[24] Seung-Chan Kim,et al. Surround haptics: tactile feedback for immersive gaming experiences , 2012, CHI Extended Abstracts.
[25] Mar Gonzalez-Franco,et al. The uncanny valley of haptics , 2018, Science Robotics.
[26] Karon E. MacLean,et al. Exploiting haptic facets: Users' sensemaking schemas as a path to design and personalization of experience , 2017, Int. J. Hum. Comput. Stud..
[27] Hasti Seifi,et al. How Do Novice Hapticians Design? A Case Study in Creating Haptic Learning Environments , 2020, IEEE Transactions on Haptics.
[28] Fabien Danieau,et al. Introducing Basic Principles of Haptic Cinematography and Editing , 2016, WICED@Eurographics.
[29] Oliver Schneider,et al. Defining Haptic Experience: Foundations for Understanding, Communicating, and Evaluating HX , 2020, CHI.
[30] Daniel M. Johnson,et al. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences , 2020, Int. J. Hum. Comput. Stud..
[31] Ali Israr,et al. Po2: augmented haptics for interactive gameplay , 2015, SIGGRAPH Emerging Technologies.
[32] Robert Kovacs,et al. DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual Worlds , 2018, UIST.
[33] H. A. David. Ranking the Players in a Round Robin Tournament , 1971 .
[34] Tom Heskes,et al. Exact p-values for pairwise comparison of Friedman rank sums, with application to comparing classifiers , 2017, BMC Bioinformatics.
[35] Pierre-Majorique Léger,et al. The Psychophysiological Effect of a Vibro-Kinetic Movie Experience: The Case of the D-BOX Movie Seat , 2018 .
[36] F. Thomas,et al. The illusion of life : Disney animation , 1981 .
[37] Slava Kalyuga,et al. Managing split-attention and redundancy in multimedia instruction , 1999 .
[38] Karon E. MacLean,et al. Multisensory haptic interactions: understanding the sense and designing for it , 2017, The Handbook of Multimodal-Multisensor Interfaces, Volume 1.
[39] Tony Morelli,et al. VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired , 2010, FDG.
[40] Ali Israr,et al. Feel effects: enriching storytelling with haptic feedback , 2014 .
[41] Lorna M. Brown,et al. Tactons: Structured Tactile Messages for Non-Visual Information Display , 2004, AUIC.
[42] Leonardo Badia,et al. A Multimodal Interface Device for Online Board Games Designed for Sight-Impaired People , 2010, IEEE Transactions on Information Technology in Biomedicine.
[43] Dominic Kao,et al. The effects of juiciness in an action RPG , 2020, Entertain. Comput..
[44] Angela Chang,et al. Audio-haptic feedback in mobile phones , 2005, CHI Extended Abstracts.