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Volumn , Issue , 2009, Pages

Effects of sensory immersion on behavioural indicators of player experience: Movement synchrony and controller pressure

Author keywords

Behavioural tracking; Interface pressure; Movement synchrony; Player experience; Presence

Indexed keywords

INTERFACE DEVICES; INTERFACE PRESSURE; MOVEMENT SYNCHRONY; PLAYER EXPERIENCE; PRESENCE; SCREEN SIZES; SOUND PRESSURE LEVEL;

EID: 84873388068     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (18)

References (27)
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    • Toward real-time behavioral indicators of player experiences: Pressure patterns and postural responses
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    • van den Hoogen, W.M., IJsselsteijn, W.A., de Kort, Y.A.W., & Poels, K. (2008) Toward real-time behavioral indicators of player experiences: Pressure patterns and postural responses. In A.J. Spink, M.R. Ballintijn, N.D.Bogers, F.Grieco, L.W.S. Loijens, L.P.J.J. Noldus, G.Smit, and P.H. Zimmerman. Proceeding of Measuring Behaviour 2008 (pp100-101). Maastricht , The Netherlands.
    • (2008) Proceeding of Measuring Behaviour , pp. 100-101
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  • 11
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    • In Technology in mental health care delivery systems, Sidowski, Joseph B., James H. Johnson, and Thomas A. Williams (Eds.). (119-37). Norwood, NJ: Ablex Publishing
    • Lang, P.J. (1980). Behavioral Treatment and Bio-Behavioral Assessment: Computer Applications. In Technology in mental health care delivery systems, Sidowski, Joseph B., James H. Johnson, and Thomas A. Williams (Eds.). (119-37). Norwood, NJ: Ablex Publishing.
    • (1980) Behavioral Treatment and Bio-Behavioral Assessment: Computer Applications
    • Lang, P.J.1
  • 12
    • 15244345359 scopus 로고    scopus 로고
    • Immersion in the virtual environment: The effect of a musical score on the video gaming experience
    • Lipscomb, S.D., Zehnder, S.M. (2004) Immersion in the virtual environment: The effect of a musical score on the video gaming experience. Journal of Physiological Anthropology and Applied Human Science. 23 (6), 337-343.
    • (2004) Journal of Physiological Anthropology and Applied Human Science. , vol.23 , Issue.6 , pp. 337-343
    • Lipscomb, S.D.1    Zehnder, S.M.2
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    • Mota, S. and Picard, R.W. (2003). Automated Posture Analysis for Detecting Learner's Interest Level. Workshop on Computer Vision and Pattern Recognition for Human-Computer Interaction (CVPR HCI). Available: http://affect.media.mit.edu/pdfs/03.mota-picard.pdf
    • (2003) Automated Posture Analysis for Detecting Learner's Interest Level
    • Mota, S.1    Picard, R.W.2
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    • Lawrence Erlbaum Associates. Available: http://imsc.usc.edu/haptics/ paper/manuscript-hcii2005 -final.pdf
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    • Schneider, E.F.1    Lang, A.2    Shin, M.3    Bradley, S.D.4
  • 23
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    • Player-centered game environments: Assessing player opinions, experiences, and issues
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    • Sweetser, P., & Johnson, D. (2004) Player-centered game environments: Assessing player opinions, experiences, and issues. In M. Rauterberg (Ed.) Proceedings of ICEC 2004, LNCS 3166, Springer-Verlag, pp. 321-332.
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    • Sweetser, P.1    Johnson, D.2
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    • Wood, R.T.A., Griffiths, M.D., Chappell, D., & Davies, M. (2004). The structural characteristics of video games: A psycho-structural analysis. CyberPsychology & Behaviour, 7(1), 1-9.
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    • Wood, R.T.A.1    Griffiths, M.D.2    Chappell, D.3    Davies, M.4


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.