169 results on '"Vosmeer, Mirjam"'
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102. 'You Write Your Own Story': Design Implications for an Interactive Narrative Authoring Tool to Support Reflection for Mental Health in College Students
103. A Transmedia Narrative Framework for Pediatric Hearing Counseling
104. Transfordance: The Decentering Effect of Transformative Affordances in Virtual Reality in The Hollow Reach
105. Applying Animated Parables to Gamification in Daily Context: An Expert Evaluation Study
106. The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage
107. Creativity and Collaboration During COVID-19: Creating an Alternate Reality Game in the Face of a Pandemic
108. Interviews Towards Designing Support Tools for TTRPG Game Masters
109. The Applicability of Greimassian Semiotics to Meaningful Procedural Quest Generation
110. A Coauthorship-Centric History of Interactive Emergent Narrative
111. Blabbeur - An Accessible Text Generation Authoring System for Unity
112. Text, Retelling, and the Digital: Reimagining the Mahabharata Through Interactive Games
113. Digital Narrative and Temporality
114. Wrestling with Destiny: Storytelling in Perennial Games
115. Enhancing Interactivity in Propp-Based Narrative Generation
116. Emergent Narrative and Reparative Play
117. Emergent Gameplay, Emergent Essaying
118. Tale: Defamiliarizing Ludonarrative Puzzles
119. Monster Power. Rebel Heart. Gay Sword. : Queer Structures and Narrative Possibility in PbtA Tabletop Roleplaying Games
120. Inbox Games: Poetics and Authoring Support
121. Pedagogical Challenges in Social Physics Authoring
122. Narrative Text Generation from Abductive Interpretations Using Axiom-Specific Templates
123. Using Wearable Devices to Participate in 3D Interactive Storytelling
124. Who Am I that Acts? The Use of Voice in Virtual Reality Interactive Narratives
125. An Approach to Multiplayer Interactive Fiction
126. Ressaca and Dispersão: Experiments in Non-linear Cinema
127. Highlight the Path Not Taken to Add Replay Value to Digital Storytelling Games
128. Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games
129. Lean-Back Machina: Attention-Based Skippable Segments in Interactive Cinema
130. Narraport: Narrative-Based Interactions and Report Generation with Large Datasets
131. A Plan-Based Formal Model of Character Regret
132. Digital Storytelling and Social Interaction in Cultural Heritage - An Approach for Sites with Reduced Connectivity
133. A Quantified Analysis of Bad News for Story Sifting Interfaces
134. Active Parks: ‘Phygital’ urban games for sedentary and older people
135. Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs
136. The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study
137. Patients Should Not Be Passive! Creating and Managing Active Virtual Patients in Virtual Clinical Environments
138. The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games
139. A game design of a Serious Game for supporting the compliance of diabetic Adolescents
140. Games [4Therapy] Project: Let’s talk!
141. Tunnel Tail: A New Approach to Prevention
142. Changamoto: Design and Validation of a Therapy Adherence Game
143. Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management
144. 'On call: antibiotics'- development and evaluation of a serious antimicrobial prescribing game for hospital care
145. A Serious Games platform for early diagnosis of mild cognitive impairments
146. Meaningful Feedback at Opportune Moments: How persuasive feedback motivates teenagers to move
147. Player-centred Design Model for psychophysiological adaptive Exergame Fitness Training for Children
148. Requirements for an Architecture of a Generic Health Game Data Management System.
149. Digital Game Aesthetics of the iStoppFalls Exergame
150. 'Gabarello v.1.0' and 'Gabarello v.2.0': Development of motivating rehabilitation games for robot-assisted locomotion therapy in childhood
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