Serious Games for and as Cultural Heritage
暂无分享,去创建一个
[1] B. Barbier. Video Games and Heritage: Amateur Preservation? , 2014, Hybrid.
[2] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[3] Mary Flanagan,et al. Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions , 2013, DiGRA Conference.
[4] A. Ogan,et al. Virtual Environments for Cultural Learning , 2009 .
[5] Petri Saarikoski,et al. The Introduction of Computer and Video Games in Museums - Experiences and Possibilities , 2013, HC.
[6] Julian Togelius,et al. Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.
[7] J. Burton. News-game journalism: history, current use and possible futures , 2005 .
[8] Henry Been-Lirn Duh,et al. Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR , 2008, 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality.
[9] Josef Froschauer,et al. A serious heritage game for art history: Design and evaluation of ThIATRO , 2012, 2012 18th International Conference on Virtual Systems and Multimedia.
[10] Luc Van Gool,et al. Populating Ancient Pompeii with Crowds of Virtual Romans , 2007, VAST.
[11] Jonas Heide Smith,et al. Understanding Video Games: The Essential Introduction , 2008 .
[12] Nazlena Mohamad Ali,et al. Cultural Learning in Virtual Heritage: An Overview , 2011, IVIC.
[13] Fotis Liarokapis,et al. Brain-controlled serious games for cultural heritage , 2012, 2012 18th International Conference on Virtual Systems and Multimedia.
[14] J. Jacobson,et al. Virtual Heritage: Living in the Past , 2007 .
[15] Tarja Susi,et al. Serious Games : An Overview , 2007 .
[16] Geertje Bekebrede,et al. The research and evaluation of serious games: Toward a comprehensive methodology , 2014, Br. J. Educ. Technol..
[17] Jerome P. McDonough,et al. Preserving Virtual Worlds Final Report , 2010 .
[18] Maria Economou,et al. Educational tool or expensive toy? Evaluating VR evaluation and its relevance for virtual heritage , 2006 .
[19] Fotis Liarokapis,et al. Serious Games in Cultural Heritage , 2009 .
[20] Milena Dobreva,et al. Access to Digital Cultural Heritage:Innovative Applications of Automated Metadata GenerationChapter 1: Digitization of Cultural Heritage – Standards, Institutions, Initiatives , 2012 .
[21] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[22] Ana Paiva,et al. Artificial Intelligence and Personalization Opportunities for Serious Games , 2012, AAAI 2012.
[23] Michiel Hildebrand,et al. Waisda?: video labeling game , 2013, MM '13.
[24] Changchun Liu,et al. Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback , 2009, Int. J. Hum. Comput. Interact..
[26] Helena Granström,et al. Elements in games for virtual heritage applications , 2013 .
[27] Henry Lowood,et al. Before It's Too Late: A Digital Game Preservation White Paper , 2009 .
[28] Jonas Gloeckner,et al. Rules Of Play Game Design Fundamentals , 2016 .
[29] R. Engels,et al. The benefits of playing video games. , 2014, The American psychologist.
[30] Wijnand A. IJsselsteijn,et al. Dynamic Game Balancing by Recognizing Affect , 2008, Fun and Games.
[31] D. Vossen,et al. The Nature and Classification of Games , 2005 .
[32] Tom Apperley. Genre and game studies: Toward a critical approach to video game genres , 2006 .
[33] Boyan Bontchev. CUSTOMIZABLE 3D VIDEO GAMES AS EDUCATIONAL SOFTWARE , 2015 .
[34] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.