User:K.Nevelsteen

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


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

Kim JL Nevelsteen, PhD
Internet 2021— The Metaverse — Internet of 3D Virtual Worlds: http://kck.st/1RaSvnm
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]

Mixed Reality[1] TODO: ~\cite{benford1998-boundaries}[edit]

Start-Class article Pervasive Games[16][17][18][14][19] TODO:[20][21][edit]

Start-Class article Location-based game[27][16][edit]

Miscellaneous[edit]


References[edit]

  1. ^ 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 
  2. ^ a b Bartle, Richard (2003). Designing Virtual Worlds. New Riders. ISBN 0-13-101816-7. 
  3. ^ 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.  line feed character in |last= at position 15 (help)
  4. ^ Bartle, Richard (2010). "From MUDs to MMORPGs: the history of virtual worlds". Springere: 23–39. doi:10.1007/978-1-4020-9789-8_2. 
  5. ^ Singhal, Sandeep; Zyda, Michael (1999). Networked Virtual Environments: Design and Implementation. ACM Press/Addison-Wesley Publishing Co. 
  6. ^ Girvan, Carina (2013), What is a Virtual World? Definition and Classification (TCD-CS-2013-10) (PDF), Dublin, Ireland: School of Computer Science and Statistics (SCSS) at Trinity College Dublin 
  7. ^ a b Bell, Mark W. (2008). "Toward a Definition of "Virtual Worlds"". Journal of Virtual Worlds Research. 1 (1). Retrieved 2012-07-29. 
  8. ^ Dionisio, John David n.; Burns III, William G.; Gilbert, Richard (2013). "3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities". ACM Computing Surveys. ACM. 45 (3): 34:1 – 34:38. doi:10.1145/2480741.2480751. 
  9. ^ Frey, Davide; Royan, Jérôme; Piegay, Romain; Kermarrec, Anne-Marie; Anceaume, Emmanuelle; Le Fessant, Fabrice (2008). "Solipsis: A decentralized architecture for virtual environments". 1st International Workshop on Massively Multiuser Virtual Environments. pp. 29–33. 
  10. ^ Nevelsteen, Kim JL (2016), "Physical, Virtual, and Game World Persistence", Encyclopedia of Computer Graphics and Games, Springer International Publishing, doi:10.1007/978-3-319-08234-9_72-1 
  11. ^ 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) 
  12. ^ 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  line feed character in |last= at position 16 (help)
  13. ^ a b c d e f g Oppermann, Leif (2009), Facilitating the development of location-based experiences, University of Nottingham, uk.bl.ethos.508291  Unknown parameter |month= ignored (help)
  14. ^ 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. 
  15. ^ 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.  line feed character in |last= at position 17 (help)
  16. ^ a b de Souza e Silva, Adriana; Sutko, Daniel M. (2009). Digital Cityscapes: merging digital and urban playspaces. New York: Peter Lang Publishing, Inc.  Cite error: Invalid <ref> tag; name "deSouzaeSilva2009-Cityscapes" defined multiple times with different content (see the help page). Cite error: Invalid <ref> tag; name "deSouzaeSilva2009-Cityscapes" defined multiple times with different content (see the help page).
  17. ^ Benford, Steve; Magerkurth, Carsten; Ljungstrand, Peter (2005), Bridging the physical and digital in pervasive gaming (PDF), Communications of the ACM, ACM, pp. 54–57 
  18. ^ Nieuwdorp, E. (2007). "The pervasive discourse". Computers in Entertainment. 5 (2): 13. doi:10.1145/1279540.1279553. 
  19. ^ 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 
  20. ^ Magerkurth, C.; Cheok, A. D.; Mandryk, R. L.; Nilsen, T. (2005). "Pervasive games". Computers in Entertainment. 3 (3): 4. doi:10.1145/1077246.1077257. 
  21. ^ Nevelsteen, Kim JL (2015). A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games. SpringerBriefs in Computer Science. Springer International Publishing. doi:10.1007/978-3-319-17632-1. 
  22. ^ 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.  ,
  23. ^ Walz, Steffen P. (2010). Toward a Ludic Architecture. ETC Press. 
  24. ^ 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. 
  25. ^ 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. 
  26. ^ 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. 
  27. ^ a b von Borries, Friedrich; Walz, Steffen P.; Böttger, Matthias, eds. (2007). "BotFighters: A Game That Surrounds You". Space Time Play. Basel, Boston, Berlin: Birkhäuser Verlag AG. pp. 226–227. ISBN 978-3-7643-8414-2. 
  28. ^ Gygax, Gary (2005). Long Biography of E(rnest) Gary Gygax (revision 6-05)