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Improving Presence Theory Through Experiential Design.

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

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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)Instructional and Gaming Elements., and . Design and Development of Training Games, Cambridge University Press, (2014)Analyzing Communication Sequences for Team Training Needs Assessment., , , and . Hum. Factors, 40 (4): 672-679 (1998)TPL-KATS - concept map: a computerized knowledge assessment tool., , , , , and . Comput. Hum. Behav., 19 (6): 653-657 (2003)Improving Presence Theory Through Experiential Design., , , and . Presence Teleoperators Virtual Environ., 17 (4): 405-413 (2008)On Learning to Play with Other Kids' Toys: A Response to Sanderson and Benda., , and . Hum. Factors, 40 (4): 685-687 (1998)Patterns of Gaming Preferences and Serious Game Effectiveness., , and . HCI (14), volume 6774 of Lecture Notes in Computer Science, page 37-43. Springer, (2011)Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness., , and . HCI (10), volume 6770 of Lecture Notes in Computer Science, page 625-634. Springer, (2011)When member homogeneity is needed in work teams: A meta-analysis, , and . Small Group Research, 31 (3): 305-327 (June 2000)