This research attempts to measure personality by monitoring behaviour in a virtual environment. A computer game was created to measure a trait of the Five Factor Model of personal...
The objective of this study is to identify the relationships in which social support influences flow and game loyalty through character control, character identity, guild identity...
How can we create computer games facilitating emotional depth in the playing experience? When entering into a persistent virtual game world the player leaves the body behind. It i...
We first study the problem of doing Verifiable Secret Sharing (VSS) information theoretically secure for a general access structure. We do it in the model where private channels b...
Abstract— This paper introduces quantitative measurements/metrics of qualitative entertainment features within interactive playgrounds inspired by computer games and proposes art...
Georgios N. Yannakakis, Henrik Hautop Lund, John H...