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Dis-illusion of life: becoming a digital character animator.

, , , , , , and . SIGGRAPH Abstracts and Applications, page 190-191. ACM, (1998)

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Social Maintenance and Psychological Support Using Virtual Worlds., , , , , , and . SBP, volume 8393 of Lecture Notes in Computer Science, page 393-402. Springer, (2014)Research in Virtual Environments and Simulation at the Institute for Simulation and Training of the University of Central Florida., , , , , , , and . Presence Teleoperators Virtual Environ., 4 (2): 209-217 (1995)The Association of In-world Avatar Investment with Expectations of Behavioral Change., , and . HCI (25), volume 8028 of Lecture Notes in Computer Science, page 466-473. Springer, (2013)When VR really hits the streets.. ERVR, volume 9012 of SPIE Proceedings, page 90120B. SPIE, (2014)Maintaining Psycho-Social Health on the Way to Mars and Back., , , , , , , , and . VRIC, page 3:1-3:7. ACM, (2015)Body Buddies: Social Signaling through Puppeteering., , , , , , , and . HCI (14), volume 6774 of Lecture Notes in Computer Science, page 279-288. Springer, (2011)Virtual Humans for Learning., , , , , , , , and . AI Mag., 34 (4): 9- (2013)Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans., , , and . Annual Review of Cybertherapy and Telemedicine, volume 144 of Studies in Health Technology and Informatics, IOS Press, (2009)Art, science, and immersion: data-driven experiences., , , and . ERVR, volume 8649 of SPIE Proceedings, page 86490H. SPIE, (2013)The Hegemony of Play., , , and . DiGRA Conference, Digital Games Research Association, (2007)