70 results on '"Çatak, Güven"'
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2. Smartphone as a Paired Game Input Device: An Application on HoloLens Head Mounted Augmented Reality System
3. Use of Virtual Reality in Participatory Urban Design
4. Design Process of a VR Sports Games Trilogy for Paraplegic Players: VR4Inclusion Case Study
5. Using Board Games as a Method for Improving Awareness and Empathy in Inclusive Design: PUDCAD Game Case Study
6. Improving Awareness and Empathy with Video Games: A Qualitative Analysis Study of PUDCAD Game
7. Exploring Experiential Spaces in Video Games: Case Studies of Papers, Please, Beholder, and Mirror’s Edge
8. Designing a CAD-Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study
9. Breaking the Fourth Wall in Video Games: A New Terminology and Methodology
10. Exploring Experiential Spaces in Video Games: Case Studies of Papers, Please, Beholder, and Mirror’s Edge
11. Designing a CAD-Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study
12. Translation and Localization of Video Games: An Analysis of Uncharted 4 in Turkish
13. Translation and Localization of Video Games: An Analysis of Uncharted 4 in Turkish
14. I-group Presence Questionnaire: Psychometrically Revised English Version
15. Contemporary topics in computer graphics and games
16. A Guideline Study For Designing Virtual Reality Games
17. GAMEHIGHED Initial Report : Output 1: Initial Research & Analysis Report. Higher-ed Programmes for Careers in Game Design & Development (2019–2022)
18. Comparison of VR and Desktop Game User Experience in a Puzzle Game: “Keep Talking and Nobody Explodes”
19. Worldbuilding Components and Transmedial Extensions of Computer Role-Playing Games
20. HOW A COMMUNITY CENTER HAS GROWN UP INTO A GAME DESIGN EDUCATION PLATFORM: "A BUG'S JOURNEY"
21. Tasarım eğitiminde bilgisayar oyunlarının kullanımına yönelik bir model önerisi
22. Bilgisayar oyunlarında mimarinin kullanımı
23. GAMEHIGHED Initial Report : Output 1: Initial Research & Analysis Report. Higher-ed Programmes for Careers in Game Design & Development (2019–2022)
24. Storytelling and the Use of Social Media in Digital Art Installations
25. The Elements of a Narrative Environment
26. Player Perspectives to Unexplained Agency-Related Incoherence
27. Generating Different Story Tellings from Semantic Representations of Narrative
28. Re: Dakar Arts Festival - Exploring Transmedia Storytelling Methods to Document an Internet Scam
29. StoryJam: Supporting Collective Storytelling with Game Mechanics
30. Building Narrative Connections among Media Objects in Cultural Heritage Repositories
31. Faceless Patrons – An Augmented Installation Exploring 419-Fictional Narratives
32. Suitability of Modelling Context for Use within Emergent Narrative
33. Minun Helsinkini/My Helsinki/Wa Magaaleydi Helsinki – Finnish Somali Youth Speak for Themselves in Their Document Film
34. Fully-Automatic Interactive Story Design from Film Scripts
35. Metrics for Character Believability in Interactive Narrative
36. Generating Stories with Morals
37. Satire, Propaganda, Play, Storytelling. Notes on Critical Interactive Digital Narratives
38. Acting, Playing, or Talking about the Story: An Annotation Scheme for Communication during Interactive Digital Storytelling
39. Production and Delivery of Interactive Narratives Based on Video Snippets
40. Breaching Interactive Storytelling’s Implicit Agreement: A Content Analysis of Fac̨ade User Behaviors
41. Performative Authoring: Nurturing Storytelling in Children through Imaginative Enactment
42. Theoretical Considerations towards Authoring Emergent Narrative
43. Silent Hill 2 and the Curious Case of Invisible Agency
44. SimDate3D – Level Two
45. Telling Stories on the Go: Lessons from a Mobile Thematic Storytelling System
46. Video Game Mise-En-Scene Remediation of Cinematic Codes in Video Games
47. Modeling Foreshadowing in Narrative Comprehension for Sentimental Readers
48. Constructing and Connecting Storylines to Tell Museum Stories
49. Breaking Points ― A Continuously Developing Interactive Digital Narrative
50. Mapping the Evolving Space of Interactive Digital Narrative - From Artifacts to Categorizations
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