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Bibliography
Found 9 results
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Alexander, A. L., Brunyé, T., Sidman, J., Weil, S. A. ,
"From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games",
The Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), Orlando, Florida, NTSA, 11/2005.
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Niklas Ravaja, Timo Saari, Marko Turpeinen, Jari Laarni, Mikko Salminen, Matias Kivikangas ,
"Spatial presence and emotions during video game playing: Does it matter with whom you play?",
Presence-Teleoperators and Virtual Environments, vol. 15, no. 4, pp. 381-392, 2006 .
Abstract
Nelson, M. R., Yaros, R. A., Keum, H. ,
"Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game",
Journal of Advertising, vol. 35, no. 4, ARMONK, M E SHARPE INC, pp. 87--99, 2006 .
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Patel, A, Schieble, T., Davidson, M., Tran, M. C. J, Schoenberg, C., Delphin, E. ,
"Distraction with a hand-held video game reduces pediatric preoperative anxiety",
Pediatric Anesthesia, vol. 16, no. 10, pp. 1019-1027, 2006 .
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Salamin, P., Thalmann, D., Vexo, F. ,
"The benefits of third-person perspective in virtual and augmented reality",
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, pp. 27-30, 2006 .
Abstract
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