Browse by ANZSRC Socio-Economic Objective codes

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Group by: Creators | Item Type
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Number of items at this level: 32.

B

Baek, Youngkyun, Ko, Ryan, and Marsh, Tim (2014) Trends and Applications of Serious Gaming and Social Media. Gaming Media and Social Effects . Springer, Singapore.

Bostan, Barbaros, and Marsh, Tim (2012) Fundamentals of interactive storytelling. Academic Journal of Information Technology, 3 (8). 46. pp. 19-42.

D

Dillon, Roberto (2020) The Digital Gaming Handbook. CRC Press, Boca Raton, FL, USA.

Dillon, Roberto (2019) Defense: Evolution. In: Schrier, Karen, (ed.) Learning, Education and Games: 100 games to use in the classroom and beyond. Carnegie Mellon University: ETC Press, Pittsburgh, PA, USA, pp. 108-113.

Dillon, Roberto (2018) Game design and emotions: analysis models. In: Lee, Newton, (ed.) Encyclopedia of Computer Graphics and Games. Springer, Cham, Switzerland.

Dillon, Roberto (2017) 2D to VR with Unity 5 and Google Cardboard. CRC Press, Boca Raton, FL, USA.

Dillon, Roberto (2016) Videogames and art: comparing emotional feedback from digital and classic masterpieces. Journal of Humanities and Social Sciences, 21 (7). pp. 79-85.

Dillon, Roberto (2015) Ready: a Commodore 64 retrospective. Springer, Singapore.

Dillon, Roberto (2014) HTML5 Game Development from the Ground Up with Construct 2. CRC Press, Boca Raton, FL, USA.

Dillon, Roberto (2014) Towards the definition of a framework and grammar for game analysis and design. International Journal of Computer and Information Technology, 3 (2). pp. 188-193.

Dillon, Roberto (2013) Serious games and fun: an analysis. International Journal of Innovative Research & Development, 2 (5). pp. 1046-1063.

Dillon, Roberto (2012) Teaching games through the A.G.E. framework. IGDA Perspectives Newsletter, 2012 (September). pp. 1-7.

Dillon, Roberto (2011) The 6-11 Framework: a new approach to video game analysis and design. In: Proceedings of GAMEON Asia 2011 (2011) pp. 25-29. From: GAMEON-ASIA 2011, 1-3 March 2011, Singapore.

Dey, Arindam, Cunningham, Andrew, and Sandor, Christian (2010) Evaluating depth perception of photorealistic mixed reality visualizations for occluded objects in outdoor environments. In: Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology. pp. 211-218. From: 17th ACM Symposium on Virtual Reality Software and Technology, 22-24 November 2010, Hong Kong, China.

Dillon, Roberto, Bee, Ng Kian, and Rozner, Simon (2009) The music and emotion driven game engine: ideas and games. In: Proceedings of the Annual International Conference on Computer Games, Multimedia and Allied Technologies. pp. 15-23. From: CGAT 2009: Annual International Conference on Computer Games, Multimedia and Allied Technologies, 11-12 May 2009, Singapore.

H

Holdsworth, Jason, and Lui, Siu Man (2011) Student behaviors and evaluations of collaborative learning game. In: Proceedings of ECGBL 2011 5th European Conference on Games Based Learning. pp. 268-274. From: ECGBL 2011: 5th European Conference on Games Based Learning, 20 - 21 October 2011, Athens, Greece.

M

Morgan, Rhian (2014) Virtual reality: an ethnographic study of sociality, being, and money in a multi-player online game-world. PhD thesis, James Cook University.

Marsh, Tim, and Costello, Brigid (2013) Lingering serious experience as trigger to raise awareness, encourage reflection and change behavior. In: Lecture Notes in Computer Science: persuasive technology: proceedings of the 8th international conference on persuasive technology (7822) pp. 116-124. From: Persuasive-2013: 8th International Conference on Persuasive Technology 2013, 3-5 April 2013, Sydney, NSW.

Morgan, Rhian (2013) Death in space and the piracy debate: negotiating ethics and ontology in Entropia Universe. Global Media Journal: Australian Edition, 7 (1). pp. 1-16.

Marsh, Tim, Trevathan, Jarrod, Donaldson, Robert, and Atkinson, Ian (2012) Exploring and learning about reef data in serious games. In: Proceedings of the Coast-to-Coast National Conference. From: Coast to Coast 2012: Living on the Edge, 17-21 September 2012, Brisbane, QLD, Australia. (Unpublished)

Marsh, Tim, Nickole, Li Zhiqiang, Klopfer, Eric, and Haas, Jason (2012) Blended in-game and off-game learning: assimilating serious games in the classroom and curriculum. In: Lecture Notes in Computer Science (7528) pp. 110-122. From: Third International Conference Serious Games Development and Applications (SGDA) 2012, 26-29 September 2012, Bremen, Germany.

Marsh, Tim, and Costello, Brigid (2012) Experience in serious games: between positive and serious experience. In: Lecture Notes in Computer Science (7528) pp. 255-267. From: Third International Conference Serious Games Development and Applications (SGDA) 2012, 26-29 September 2012, Bremen, Germany.

Morgan, Rhian (2011) Ethnography on the cyberian frontier. LiNQ, 38. pp. 117-130.

Milledge, Russell, Campbell, Steven, Holdsworth, Jason, and Youdell, Becki (2011) Sweet spot. [Creative Work]

Marsh, Tim, Nickole, Li Zhiqiang, Klopfer, Eric, Xuejin, Chuang, Haas, Jason, and Osterweil, Scot (2011) Fun and learning: blending design and development dimensions in serious games through narrative and characters. In: Minhua, Mia, Oikonomou, Andreas, and Jain, Lakhmi C, (eds.) Serious Games and Edutainment Applications. Springer, UK, pp. 273-290.

N

Nazir, Mohamed, and Lui, Carrie Sui Man (2015) Classifying real money trading in virtual world. In: Proceedings of the Fifteenth International Conference on Electronic Business. pp. 149-159. From: ICEB 2015: Fifteenth International Conference on Electronic Business: internet of things, 6-10 December 2015, Hong Kong, China.

Nazir, Mohamed, and Lui, Carrie Siu Man (2014) Opportunities and challenges for real money trading in virtual world. In: Proceedings of the Fourteenth International Conference on Electronic Business and the First Global Conference on Internet and Information Systems. pp. 182-188. From: Fourteenth International Conference on Electronic Business and Fourteenth International Conference on Electronic Business and the First Global Conference on Internet and Information Systems, 8-12 December 2014, Taipei, Taiwan.

S

Sinclair, Jacob, and Lui, Carrie Siu Man (2015) Integrating personality and emotion for human crowd simulation. In: Proceedings of the Fifteenth International Conference on Electronic Business. pp. 300-307. From: ICEB 2015: Fifteenth International Conference on Electronic Business: internet of things, 6-10 December 2015, Hong Kong, China.

Sinclair, Jacob, and Lui, Carrie Siu Man (2014) Psychological and socio-psychological factors in behavioral simulation of human crowds. In: Proceedings of the Fourteenth International Conference on Electronic Business and the First Global Conference on Internet and Information Systems. pp. 191-202. From: Fourteenth International Conference on Electronic Business and Fourteenth International Conference on Electronic Business and the First Global Conference on Internet and Information Systems, 8-12 December 2014, Taipei, Taiwan.

Sherstyuk, Andrei, Dey, Arindam, Sandor, Christian, and State, Andrei (2012) Dynamic eye convergence for head-mounted displays improves user performance in virtual environments. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. pp. 23-30. From: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, March 9 – 11 2012, Costa Mesa, CA, USA.

T

Tan Yan Xi, Audrey, and Marsh, Tim (2014) Identifying triggers within persuasive technology and games for saving and money management. In: Baek, Youngykyun, Ko, Ryan, and Marsh, Tim, (eds.) Trends and Application of Serious Gaming and Social Media. Gaming Media and Social Effects . Springer, Singapore, pp. 51-70.

Y

Yin, Xiang, Ng, Kian Bee, and Dillon, Roberto (2011) Porting and optimizing Music and Emotion Driven Game Engine from PC platform to PS3 platform. In: Proceedings of 16th International Conference on Computer Games USA (2011) pp. 70-74. From: International Conference on Computer Games 2011, 27-30 July 2011, Louisville, Kentucky, USA.

This list was generated on Fri Apr 19 22:51:38 2024 AEST.