Haku
Viitteet 1-10 / 71
On the tip of the tongue
(ARACNE EDITRICE, 2020-01)
- bookPart
An Introduction to Societal Transformation Through Gamification
(Palgrave Macmillan, 2021-05-08)
- bookPart
Game Definitions
(the ERC-Advanced-Grant project MSG - Making Sense of Games, 2022)
- bookPart
Scholars and designers have defined the concept of 'game' in different ways over the decades. Are games an activity or an artifact, a form of art or a series of interesting choices, a mess or socio-material stabilizations? ...
Touchless Tactile Interaction with Unconventional Permeable Displays
(Springer, 2022)
- bookPart
Unconventional displays, such as 3D displays, projection screens formed of flowing light-scattering particles (fogscreens), and virtual reality (VR) headsets, can create illusions of images floating in mid-air. Paired with ...
Tlhlngan maH! (We are Klingon). : Conlang, play and fandom in a ludicising world
(ARACNE EDITRICE, 2020-01)
- bookPart
Semiotica e ludosemiotica urbana
(ARACNE EDITRICE, 2019-08)
- bookPart
This paper aims to propose a general reflection and an update on urban semiotics. It proposes a brief history of the discipline, with a particular attention to the contributions of Ugo Volli. The paper then proposes that ...
Media, emotions and affect
(Bloomsbury Academic, 2019)
- bookPart
An Approach for Agile Interdisciplinary Digital Humanities Research : A Case Study in Journalism
(CEUR, 2020)
- bookPart
In this paper, we present insights into how a research process facilitating fluent interdisciplinary collaboration was developed for a project joining together 1) computer scientists, 2) linguists and 3) media scholars. ...
Virtual Reality Tourism : a Journey Across Time and Space
(ARACNE EDITRICE, 2020-07)
- bookPart
The impact levels of digitalization initiatives
(IFIP, 2019-09-17)
- bookPart