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Analyzing the influence of virtuality on playful social interaction.

, , and . Multim. Tools Appl., 75 (14): 8289-8317 (2016)

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Blockchain-LI: A Study on Implementing Activity-Based Micro-Pricing using Cryptocurrency Technologies., , and . MoMM, page 203-207. ACM, (2016)Virtual Drum: Ubiquitous and playful drum playing., , , , , and . GCCE, page 419-421. IEEE, (2014)Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling., and . HCI (10), volume 8013 of Lecture Notes in Computer Science, page 587-596. Springer, (2013)Analyzing Two Case Studies for Enhancing the Meaning of the Real Space., , and . NordiCHI, page 95. ACM, (2016)Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society., , , and . HCI (19), volume 9749 of Lecture Notes in Computer Science, page 417-428. Springer, (2016)Analyzing the influence of virtuality on playful social interaction., , and . Multim. Tools Appl., 75 (14): 8289-8317 (2016)Building a Platform Society Towards Sustainability Based on Internet-of-Things., , , and . HCI (21), volume 10291 of Lecture Notes in Computer Science, page 235-251. Springer, (2017)Gamifying collective human behavior with gameful digital rhetoric., , and . Multimedia Tools Appl., 76 (10): 12539-12581 (2017)Gamifying smart city services to flourish our society., and . UbiComp/ISWC Adjunct, page 1515-1518. ACM, (2015)Augmenting Trading Card Game: Playing against Virtual Characters Used in Fictional Stories., , and . Advances in Computer Entertainment, volume 7624 of Lecture Notes in Computer Science, page 549-552. Springer, (2012)