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DRM
2006
Springer
14 years 21 days ago
Consumers, fans, and control: what the games industry can teach Hollywood about DRM
Through legislation and technology the film industry has been seeking to fully control usage of the bits it creates; their model is "restrictive" digital-rights manageme...
Susan Landau, Renée Stratulate, Doug Twille...
VR
2009
IEEE
153views Virtual Reality» more  VR 2009»
14 years 3 months ago
One Man Band: A 3D Gestural Interface for Collaborative Music Creation
In recent years the popularity of music and rhythm-based games has experienced tremendous growth. However, almost all of these games require custom hardware to be used as input de...
Jared N. Bott, James G. Crowley, Joseph J. LaViola...
CHI
2005
ACM
14 years 9 months ago
Designing the world as your palette
"The World as your Palette" is our ongoing effort to design and develop tools to allow artists to create visual art projects with elements (specifically, the color, text...
Kimiko Ryokai, Stefan Marti, Hiroshi Ishii
ITS
2010
Springer
167views Multimedia» more  ITS 2010»
14 years 1 months ago
Investigating the Relationship between Presence and Learning in a Serious Game
We investigate the role of presence in a serious game for intercultural communication and negotiation skills by comparing two interfaces: a 3D version with animated virtual humans ...
H. Chad Lane, Matthew J. Hays, Daniel Auerbach, Ma...
WCE
2007
13 years 10 months ago
Human error of commission modeled with Theory of Games
— Industrial plants makes a carefully trace of the human intervention on the process. This intervention happens at different points in the history of the facility, since the desi...
Selva S. Rivera, Jorge E. Núñez Mc L...