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Absolute Pose and Structure from Motion for Surfaces of Revolution: Minimal Problems Using Apparent Contours.

, and . 3DV, page 221-229. IEEE Computer Society, (2016)

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Risking Treasure: Testing Loss Aversion in an Adventure Game., , , , , and . CHI PLAY, page 306-320. ACM, (2020)Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy., , and . CHI, page 118:1-118:12. ACM, (2021)Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity., , , , and . CHI PLAY, page 231-242. ACM, (2018)Greater rewards in videogames lead to more presence, enjoyment and effort., , , , , and . Comput. Hum. Behav., (2018)Videogame reward types., , and . Gamification, page 103-106. ACM, (2013)Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews., , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 255:1-255:21 (2021)A Sense of Belonging: Pokémon GO and Social Connectedness., , , , , , and . Games Cult., 14 (6): 583-603 (2019)Designing Gameful and Ethical Experiences., , , and . Conference on Designing Interactive Systems (Companion Volume), page 77-80. ACM, (2016)Operationalising and Evaluating Sub-Optimal and Optimal Play Experiences through Challenge-Skill Manipulation., , , , , and . CHI, page 5583-5594. ACM, (2016)Psychophysiology of Challenge in Play: EDA and Self-Reported Arousal., , , , and . CHI Extended Abstracts, page 1930-1936. ACM, (2016)