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dc.contributor.authorBeckhaus, Steffi
dc.contributor.editorDadam, Peter
dc.contributor.editorReichert, Manfred
dc.date.accessioned2019-10-11T11:42:15Z
dc.date.available2019-10-11T11:42:15Z
dc.date.issued2004
dc.identifier.isbn3-88579-379-2
dc.identifier.issn1617-5468
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/28842
dc.description.abstractHumans have complex sensory and control capabilities. Only a few are used in standard games and virtual environments. Examples of games using interfaces beyond mouse, keyboard and screen show the effectiveness of these interfaces in their context. To enhance the experience in games, to generate more immersive VEs, to facilitate new interaction paradigms, and, ultimately, to increase the fun factor, it is worth expanding the current view on interaction techniques and devices and considering the full human potential for display and control options.en
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofInformatik 2004 – Informatik verbindet – Band 1, Beiträge der 34. Jahrestagung der Gesellschaft für Informatik e.V. (GI)
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-50
dc.titleTowards using the full human potential in games and virtual environmentsen
dc.typeText/Conference Paper
dc.pubPlaceBonn
mci.reference.pages175-176
mci.conference.sessiontitleRegular Research Papers
mci.conference.locationUlm
mci.conference.date20.-24. September 2004


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