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Improving Presence Theory Through Experiential Design.

, , , and . Presence Teleoperators Virtual Environ., 17 (4): 405-413 (2008)

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Computer gaming and interactive simulations for learning: A meta-analysis, , , , , and . Journal of Educational Computing Research, 34 (3): 229-243 (2006)Considering User Knowledge in the Evaluation of Training System Usability., , and . HCI (10), volume 5619 of Lecture Notes in Computer Science, page 27-30. Springer, (2009)Translating Learning Theories into Physiological Hypotheses., , and . HCI (16), volume 5638 of Lecture Notes in Computer Science, page 678-686. Springer, (2009)A Pedagogical Approach to Usability in Serious Games., , and . HCI (27), volume 528 of Communications in Computer and Information Science, page 43-48. Springer, (2015)The Revised Game Engagement Model: Capturing the subjective gameplay experience., , , , and . Entertain. Comput., (2018)The Impact of Cross-Training and Workload on Team Functioning: A Replication and Extension of Initial Findings., , , and . Hum. Factors, 40 (1): 92-101 (1998)Enhancing Surgical Team Performance with Game-Based training., , , and . Int. J. Serious Games, (2016)Instructional and Gaming Elements., and . Design and Development of Training Games, Cambridge University Press, (2014)A Paradigm Shift in Interactive Computing: Deriving Multimodal Design Principles from Behavioral and Neurological Foundations., , , , , , , , and . Int. J. Hum. Comput. Interaction, 17 (2): 229-257 (2004)Combining Fast-Paced Usability and Scientific Testing to Improve the Lunar Quest Physics Game., , and . HCI (10), volume 5619 of Lecture Notes in Computer Science, page 23-26. Springer, (2009)