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Enhancing player engagement through game balancing in digitally augmented physical games.

, , , , , and . Int. J. Hum.-Comput. Stud., (2017)

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Other publications of authors with the same name

Understanding handicapping for balancing exertion games., , and . CHI Extended Abstracts, page 1125-1130. ACM, (2013)Grasp-Shell vs gesture-speech: A comparison of direct and indirect natural interaction techniques in augmented reality., , , , , and . ISMAR, page 73-82. IEEE Computer Society, (2014)Digitally Augmenting Sports: An Opportunity for Exploring and Understanding Novel Balancing Techniques., , , , , and . CHI, page 1681-1691. ACM, (2016)Analyzing the Adequacy of Interaction Paradigms in Artificial Reality Experiences., and . Human-Computer Interaction, 28 (2): 77-114 (2013)Towards understanding balancing in exertion games., , , , and . Advances in Computer Entertainment, page 10:1-10:8. ACM, (2014)Enhancing player engagement through game balancing in digitally augmented physical games., , , , , and . Int. J. Hum.-Comput. Stud., (2017)Seamless interaction in space., , , , and . OZCHI, page 88-97. ACM, (2011)Proxemics play: understanding proxemics for designing digital play experiences., , , , , , , , and . Conference on Designing Interactive Systems, page 533-542. ACM, (2014)