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Using eye-gaze visual technologies to compare consumer response in real and 3D virtual worlds: an exploratory application to retail.
(Academy of Marketing Annual Conference, 2011)
This paper reports on the development and findings of a research investigation using visual technologies to investigate comparisons into consumer responses of store-based and virtual retail environments. The visual ...
Using participant observation in Machinima research.
(Games Research Methods Seminar, University of Tampere, Finland, 2010-04-08)
This paper reports on the research methodology used to investigate the social and relational aspects of Machinima, ie., the creation of original films using live and edited gamesplay from 3D games engines (Academy of ...