Rich Interaction for Training Collaboration Work in Future Mobile Virtual Enterprise (2009)
Peter Antoniac, Seamus Hickey, Tony Manninen, Marc Pallot, Petri Pulli
This paper proposes changes in the last year’s proposed reference model for future Mobile Virtual Enterprise so that it will fit the challenges of training people in collaboration work. Augmented...
20 Interaction Manifestations in (2008)
G. Riva, F. Davide, Multi-player Games, Tony Manninen
Abstract. This chapter describes the findings of ethnographical research which elaborates and analyses the interaction forms of a contemporary multi-player game. The motivation for the research...
WG1: The Human Perspective of the Wireless World (2007)
Petri Pulli, Xiaosong Zheng, Peter Antoniac, Seamus Hickey, Tony Manninen
(a) Contributing towards the development of reference models for the Wireless World.
20 Interaction Manifestations in (2007)
G. Riva, F. Davide, Multi-player Games, Tony Manninen
Abstract. This chapter describes the findings of ethnographical research which elaborates and analyses the interaction forms of a contemporary multi-player game. The motivation for the research...
In order to promote richer interaction within Networked Virtual Environment applications, the ambiguous and highly subjective meanings assigned to the word “interaction ” require explicit...
Lack of the use environment and context in Virtual Reality Prototypes (VRP) makes it difficult for R&D and marketing people to exploit the computerised models of mobile devices. The concepts of a...
TeleReality - The next step for Telepresence (2007)
Seamus Hickey, Tony Manninen, Prof Petri Pulli
Telepresence is a technique which allows a person to be 'present ' in a remote environment by the use of a physical proxy (e.g. robot). Typically these systems are constrained in that only...
Supporting Visual Elements of Non- Verbal Communication in Computer Game Avatars (2007)
Communication between players in networked computer games is often inadequately implemented. The games do not exploit the full potential of using different forms of communication possibilities...
Designing Puzzles for Collaborative Gaming Experience CASE: eScape (2005)
Presented at the International DiGRA Conference, June 16th - 20th, 2005, Vancouver, British Columbia, Canada (http://www.gamesconference.org/digra2005/overview.php)
This paper examines the issues of puzzle design in the context of collaborative gaming. The qualitative research approach involves both the conceptual analysis of key terminology and a case study of...
Rich interaction model for game and virtual environment design / (2004)
Diss. -- Oulun yliopisto.
Conceptual Communicative And, Tony Manninen
This paper provides a form-oriented description and applicable model of interaction in the context of Collaborative Virtual Environments (CVE). The construction and the main categories of the...
Mobile Virtual Enterprise Communication (2003)
Reference Model Petri, Petri Pulli, Xiaosong Zheng, Peter Antoniac, Seamus Hickey, Tony Manninen
The latest development in mobile communication has provided the architects of Virtual Enterprises with new tools and platforms. The studies of the new field, often referred to as Mobile Virtual...
Towards Communicative, Collaborative and Constructive Multi-player Games (2002)
This paper provides a description and applicable models of the concept of interaction in the context of multi-player games. The description is not restricted to the level of current implementations....
Contextual Virtual Interaction as Part of Ubiquitous Game Design and Development (2002)
This paper relates to the problems of designing rich interaction, in the context of multi-player games, that would adequately support communication, control and co-ordination. The aspects of fun and...
Non-Verbal Communication Forms in Multi-player Game Session (2002)
The lack of intuitive and non-intrusive non-verbal cues is one of the distinctive features that separate computer-mediated communication settings from face-to-face encounters. The analysis of the...
This paper describes the findings of the ethnographical research concentrating on multiplayer games. The overall goal is to study the interaction in these networked multimedia environments. The focus...
This paper describes the findings of the ethnographical research concentrating on multiplayer games. The overall goal is to study the interaction in these networked multimedia environments. The focus...
Rich Interaction in Networked Virtual Environments (2000)
The aim of this research is to provide a definition, taxonomy and hierarchical model of interaction in the context of Networked Virtual Environments (Net-VE). i This author believes that the theories...
The ambiguous and highly subjective meanings assigned to the word “interaction ” makes it difficult for the researchers and practitioners, who work in the area of virtual environments and...
TeleReality - The Next Step for Telepresence (2000)
Seamus Hickey Tony, Tony Manninen, Prof Petri Pulli
Telepresence is a technique which allows a person to be 'present' in a remote environment by the use of a physical proxy (e.g. robot). Typically these systems are constrained in that only...
Computer supported learning and training centre for engineering education / (1999)
Manninen, Tony., Pehr Brahen Julkaisusarja. (yhdistys)
Tiivistelmä: Tietokoneohjattu oppimis- ja opetuskokeskus.