The last few years have seen great maturation in understanding how to use computer graphics technology to portray 3D embodied characters or virtual humans. Unlike the off-line, an...
Norman I. Badler, Jan M. Allbeck, Liwei Zhao, Meer...
Consumer game platforms are realizing Ubicomp's vision of seamless, sensor-based, embodied interaction with computation. Here we present Propinquity, a full-body dancing/figh...
: With the emergence of the Web 2.0 phenomena, technology-assisted social networking has become the norm. The potential of social software for collaborative learning purposes is cl...
A number of studies have identified a robust relationship between the use of social network sites, particularly Facebook, and positive outcomes such as social capital. Social netw...
By blurring the boundary between game fiction and reality, Pervasive Games impact the shared space of the city areas that they use as gaming platform. Drawing on notions of spatia...