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Search: WFRF:(Mekler Elisa)

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1.
  • Koenitz, Hartmut, et al. (author)
  • A Shared Vocabulary for Interactive Digital Narrative (IDN) : An Encyclopedia Project
  • 2021
  • In: Games and Narrative. - Cham : Springer. - 9783030815387 - 9783030815370 ; , s. 207-229
  • Book chapter (peer-reviewed)abstract
    • The design and study of interactive digital narratives (IDN) is a multidisciplinary field. Scholars and practitioners concerned with the topic originate from fields such as literary studies, computer sciences, games studies, media studies, fine art, filmmaking. Consequently, they not only bring a wealth of productive perspectives to the table, but also differences in terminology. This fact alone can be a cause for confusion, yet it is further amplified by diverging meanings of the same term in different disciplinary contexts. In the field, there is a long-standing issue, we propose concrete steps towards the development of a shared vocabulary in the form of an online encyclopedia, taking inspiration from the Living Handbook of Narratology and the Stanford Encyclopedia of Philosophy. This work is developed in the INDCOR EU COST action, a network currently encompassing more than 160 members from 37 countries.
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2.
  • Martin-Niedecken, Anna Lisa, et al. (author)
  • ExerCube vs. Personal Trainer : Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup
  • 2019
  • In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450359702 ; , s. 1-15
  • Conference paper (peer-reviewed)abstract
    • Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants’ multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
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