User:K.Nevelsteen

From Wikipedia, the free encyclopedia
Jump to: navigation, search

Systems Architects divide large and complex systems into manageable subsystems that can be handled by individual engineers.


Wikipedia-logo.png This user has been a member of Wikipedia since April 1, 2005 (UTC).
Other-langs2.png    Wikipedia:Babel
en This user is a native speaker of English.
nl Deze gebruiker heeft het Nederlands als moedertaal.
sv-3 Denna användare behärskar svenska flytande.
Search user languages
<ref> This user recognizes the importance of citing sources.
<ref> This user would like to see everyone using inline citations. Please...

Wikipedia:Template_messages/Cleanup
Wikipedia:Text_editor_support
Template:Classicon
Category:Wikipedia-related_user_templates
User:Mayast (wiki help on talk page)
Wikipedia:Citation_templates#Examples
Template:Cite_doi
Template:Cite_isbn
Wikipedia:Please_clarify
Template:Dubious
Template:Deadlink
Help:What_links_here
Wiki-logos
MediaWiki
Wiki-Bugzilla
Wiki-servers
Wikipedia:Popular_pages
Wiki-stats [1] [2] [3]
File:Redwikiheart-12M.png


The Sandwich of Diligence ::: Awarded for Unswerving Strength and Tenacity (awarded by Hamster Sandwich) 01:19, 26 August 2005 (UTC)

Kim JL Nevelsteen
Google Scholar
1st anonymous edit on April 1st, 2005 under IP 81.165.228.6 on Psychedelic trance
1st edit on August 3rd, 2005 13:35 on article Dungeons & Dragons
1000th edit on September 4th, 2005 23:15 on article Gary Gygax

A Wikipedia Review, criticism about the world of Wiki.


Articles[edit]

Wikipedia:TWA[edit]

Start-Class article Pervasive Games[1][2][3][4][5] TODO:[6][edit]

Mixed Reality[17][edit]

Start-Class article Location-based mobile game[19][1][edit]

Miscellaneous[edit]


References[edit]

  1. ^ a b de Souza e Silva, Adriana; Sutko, Daniel M. (2009). Digital Cityscapes: merging digital and urban playspaces. New York: Peter Lang Publishing, Inc.  edit
  2. ^ Benford, Steve; Magerkurth, Carsten; Ljungstrand, Peter (2005), Bridging the physical and digital in pervasive gaming (PDF), Communications of the ACM, ACM, pp. 54–57 
  3. ^ Nieuwdorp, E. (2007). "The pervasive discourse". Computers in Entertainment 5 (2): 13. doi:10.1145/1279540.1279553.  edit
  4. ^ a b c d Montola, Markus; Stenros, Jaakko; Waern, Annika (2009). Pervasive Games. Theory and Design. Experiences on the Boundary Between Life and Play. Morgan Kaufmann Publishers.  edit
  5. ^ a b "It's Alive Mobile Games AB". Archived from the original on 2005-02-11. Retrieved 2013-10-18. Pervasive gaming. We make games that blend with your reality. see BotFighters 
  6. ^ Magerkurth, C.; Cheok, A. D.; Mandryk, R. L.; Nilsen, T. (2005). "Pervasive games". Computers in Entertainment 3 (3): 4. doi:10.1145/1077246.1077257.  edit
  7. ^ a b c d e Greenhalgh, Chris. "Chris Greenhalgh's Home Page". Retrieved 2013-10-17. collaborations with performance artists Blast Theory (Rider Spoke, Day of the Figurines) and Active Ingredient (Love City, Exploding Places) 
  8. ^ a b c d e f g Oppermann, Leif (April 2009), Facilitating the development of location-based experiences, University of Nottingham, uk.bl.ethos.508291 
  9. ^ Thompson, Mark K and Weal, Mark J and Michaelides, Danius T and Cruickshank, Don G and De Roure, David C (2003). "MUD Slinging: Virtual Orchestration of Physical Interactions". University of Southampton ECSTRIAM03-007. ,
  10. ^ Walz, Steffen P. (2010). Toward a Ludic Architecture. ETC Press.  edit
  11. ^ a b Bartle, Richard (2003). Designing Virtual Worlds. New Riders. ISBN 0-13-101816-7.  edit
  12. ^ Benford, Steve and Giannachi, Gabriella and Koleva, Boriana and Rodden, Tom (2009). "From interaction to trajectories: designing coherent journeys through user experiences" (PDF). Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (ACM): 709–718. 
  13. ^ Jonsson, Staffan and Waern, Annika and Montola, Markus and Stenros, Jaakko (2007). "Game mastering a pervasive larp. Experiences from momentum". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 
  14. ^ a b Martin Flintham, Rob Anastasi, Steve Benford, Adam Drozd, James Mathrick, Duncan Rowland, Nick Tandavanitj, Matt Adams, Ju Row-Farr, Amanda Oldroyd, Jon Sutton (2003). "Uncle Roy all around you: mixing games and theatre on the city streets". Level Up Conference Proceedings (University of Utrecht). 
  15. ^ Broll, W.; Ohlenburg, J.; Lindt, I.; Herbst, I.; Braun, A. K. (2006). "Meeting technology challenges of pervasive augmented reality games". Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games - NetGames '06. p. 28. doi:10.1145/1230040.1230097. ISBN 1595935894.  edit
  16. ^ a b c Steve Benford, Will Seager, Martin Flintham, Rob Anastasi, Duncan Rowland, Jan Humble, Danaë Stanton, John Bowers, Nick Tandavanitj, Matt Adams, Ju Row Farr, Amanda Oldroyd, Jon Sutton (2004), "The error of our ways: the experience of self-reported position in a location-based game" (PDF), UbiComp 2004: Ubiquitous Computing (Springer): 70–87 
  17. ^ a b Bonsignore, Elizabeth M and Hansen, Derek L and Toups, Zachary O and Nacke, Lennart E and Salter, Anastasia and Lutters, Wayne (2012), Mixed reality games, Proceedings of the ACM 2012 conference on CSCW Companion, ACM 
  18. ^ a b Daniel James, Gordon Walton, Brian Robbins, Elonka Dunin Greg Mills John Welch, Jeferson Valadares, Jon Estanislao, Steven DeBenedictis (2004). "2004 Persistent Worlds Whitepaper" (PDF). IGDA. Archived from the original (PDF) on 2008-02-28. Retrieved 2013-11-12. 
  19. ^ a b von Borries, Friedrich; Walz, Steffen P.; Böttger, Matthias, eds. (2007). Space Time Play. Basel, Boston, Berlin: Birkhäuser Verlag AG. pp. 226–227. ISBN 978-3-7643-8414-2.  edit
  20. ^ Gygax, Gary (2005). Long Biography of E(rnest) Gary Gygax (revision 6-05)