Temporal Presence Variation in Immersive Computer Games

dc.contributor.authorChung, Jae
dc.contributor.authorGardner, Henry James
dc.date.accessioned2015-12-10T23:16:24Z
dc.date.issued2012
dc.date.updated2015-12-10T09:52:40Z
dc.description.abstractIncreasingly, the sophistication of modern computer-gaming systems is becoming comparable to that of immersive, virtual reality (VR) environments, and the popular VR research topic of "presence" is now being explored in the context of computer games. The
dc.identifier.issn1044-7318
dc.identifier.urihttp://hdl.handle.net/1885/65044
dc.publisherTaylor & Francis Group
dc.sourceInternational Journal of Human-Computer Interaction
dc.titleTemporal Presence Variation in Immersive Computer Games
dc.typeJournal article
local.bibliographicCitation.issue8
local.bibliographicCitation.lastpage529
local.bibliographicCitation.startpage511
local.contributor.affiliationChung, Jae, College of Engineering and Computer Science, ANU
local.contributor.affiliationGardner, Henry James, College of Engineering and Computer Science, ANU
local.contributor.authoremailu8914398@anu.edu.au
local.contributor.authoruidChung, Jae, u4374361
local.contributor.authoruidGardner, Henry James, u8914398
local.description.embargo2037-12-31
local.description.notesImported from ARIES
local.identifier.absfor080602 - Computer-Human Interaction
local.identifier.absfor080111 - Virtual Reality and Related Simulation
local.identifier.absseo890299 - Computer Software and Services not elsewhere classified
local.identifier.absseo970108 - Expanding Knowledge in the Information and Computing Sciences
local.identifier.absseo890203 - Computer Gaming Software
local.identifier.ariespublicationf5625xPUB1042
local.identifier.citationvolume28
local.identifier.doi10.1080/10447318.2011.627298
local.identifier.scopusID2-s2.0-84863496181
local.identifier.thomsonID000305632000003
local.identifier.uidSubmittedByf5625
local.type.statusPublished Version

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