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Streaming video: an experiment in new aesthetics.. Creativity & Cognition, page 283-285. ACM, (2005)Winterscape and ambient video: an intermedia border zone.. ACM Multimedia, page 949-952. ACM, (2008)Designing Interaction Categories for Kinesthetic Empathy: A Case Study of Synchronous Objects., , and . MOCO, page 13. ACM, (2014)Implementation of a 'karma' factor affects behaviour in a sports-action game., , , , , and . DiGRA Conference, (2005)Interpolation techniques for the artificial construction of video slow motion in the postproduction process., , , and . Advances in Computer Entertainment Technology, page 66. ACM, (2006)The Role of Micronarrative in the Design and Experience of Digital Games., , , and . DiGRA Conference, Digital Games Research Association, (2013)Rock Band: a case study in the design of embodied interface experience., and . Sandbox@SIGGRAPH, page 127-134. ACM, (2009)Press X for Meaning: Interaction Leads to Identification in Heavy Rain., and . DiGRA Conference, Digital Games Research Association, (2013)Medium-specific properties of urban screens: towards an ontological framework for digital public displays., , , , and . Creativity & Cognition, page 243-252. ACM, (2013)The magic window: the emergent aesthetics of high-resolution large-scale video display.. ICEC, Carnegie Mellon University, (2003)