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101. User Evaluation of a Storytelling Application Assisting Visitors in Protected Nature Areas

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

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

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

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

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

140. Games [4Therapy] Project: Let’s talk!

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