133 results on '"Harrell, D. Fox"'
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2. Phantasmal Fictions
3. Toward Computationally-Supported Roleplaying for Perspective-Taking
4. Hack.VR: A Programming Game in Virtual Reality
5. Contours of virtual enfreakment in fighting game characters
6. Africa and the Avatar Dream
7. Phantasmal Selves
8. Toward Understanding the Impact of Visual Themes and Embellishment on Performance, Engagement, and Self-Efficacy in Educational Games
9. Material-Based Imagination: Embodied Cognition in Animated Images
10. System Intentionality and the Artificial Intelligence Hermeneutic Network: the Role of Intentional Vocabulary
11. Exploring the Potential of Computational Self- Representations for Enabling Learning: Examining At-risk Youths' Development of Mathematical/Computational Agency
12. Designing and Analyzing Swing Compass: A Lively Interactive System Provoking Imagination and Affect for Persuasion
13. E4UnityIntegration-MIT: An Open-Source Unity Plug-in for Collecting Physiological Data using Empatica E4 during Gameplay
14. Embracing Virtual Reality Technology with Black Adolescents to Redress Police Encounters.
15. Foundations of Interaction in the Virtual Reality Medium
16. On the Plane: A Roleplaying Game for Simulating Ingroup-Outgroup Biases in Virtual Reality
17. Style: A Computational and Conceptual Blending-Based Approach
18. Metalogic, Qualia, and Identity on Neptune’s Great Moon: Meaning and Mathematics in the Works of Joseph A. Goguen and Samuel R. Delany
19. Contours of virtual enfreakment in fighting game characters
20. Identifying Regional Trends in Avatar Customization
21. Slant: A blackboard system to generate plot, figuration, and narrative discourse aspects of stories
22. 'I Don't See Color': Characterizing Players' Racial Attitudes and Experiences via an Anti-Bias Simulation Videogame
23. Kaʻina Hana ʻŌiwi a me ka Waihona ʻIke Hakuhia Pepa Kūlana
24. Subjective Computing and Improvisation
25. Designing and Analyzing Swing Compass: A Lively Interactive System Provoking Imagination and Affect for Persuasion
26. Subjective Computing and Improvisation
27. Comparing Clustering Approaches for Modeling Players' Values through Avatar Construction
28. The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories
29. A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors
30. Exploring the Use of Role Model Avatars in Educational Games
31. 14 Algebra of Identity: Skin of Wind, Skin of Streams, Skin of Shadows, Skin of Vapour
32. Chimeria:Grayscale: an interactive narrative for provoking critical reflection on gender discrimination
33. Generating Cultural Personas from Social Data: A Perspective of Middle Eastern Users
34. Chimeria: Grayscale MOOC: Towards Critical Self-Reflection at Scale
35. Chimeria: Grayscale MOOC: Towards Critical Self-Reflection at Scale
36. Chimeria:Grayscale: an interactive narrative for provoking critical reflection on gender discrimination
37. An Approach to General Videogame Evaluation and Automatic Generation using a Description Language
38. Identifying Regional Trends in Avatar Customization
39. The Digital Black Atlantic
40. MazeStar: platform for studying virtual identity and computer science education
41. Enabling Critical Self-Reflection through Roleplay with Chimeria: Grayscale
42. Phantasmal Media
43. A Journey along the Borderland: A Critical Approach to Artificial Intelligence-Based Art and Literary Practices
44. Breakbeat Narratives: A Personalized, Conversational Interactive Storytelling System for Museum Education
45. Identifying Regional Trends in Avatar Customization
46. Metalogic, Qualia, and Identity on Neptune’s Great Moon: Meaning and Mathematics in the Works of Joseph A. Goguen and Samuel R. Delany
47. Reimagining the Avatar Dream: Modeling Social Identity in Digital Media.
48. Exploring the Use of Virtual Identities for Broadening Participation in Computer Science Learning
49. A Tale of Computing and Gatekeeping
50. Chimeria
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