Magnus Johansson

This page is a disambiguation page, it actually contains mutiple papers from persons of the same or a similar name.

Bibliography

2022
Game or Watch: The Effect of Interactivity on Arousal and Engagement in Video Game Media.
IEEE Trans. Games, 2022

2016
A study on the sensitivity matrix in power system state estimation by using sparse principal component analysis.
Proceedings of the 55th IEEE Conference on Decision and Control, 2016

2014
Does Game Quality Reflect Heuristic Evaluation?: Heuristic Evaluation of Games in Different Quality Strata.
Int. J. Gaming Comput. Mediat. Simulations, 2014

2010
Social Play? A study of social interaction in temporary group formation (PUG) in World of Warcraft.
Proceedings of Nordic DiGRA 2010 Conference, 2010

2005
Broadband: a municipal information platform: Swedish experience.
Int. J. Technol. Manag., 2005

2003
FMS - Flying Message Service: The Comeback of Carrier Pigeons.
Proceedings of the Human-Computer Interaction INTERACT '03: IFIP TC13 International Conference on Human-Computer Interaction, 2003

1999
Big Blue gets beaten: the technological and political controversy of the first large Swedish computerization project in a rhetoric of technology perspective.
IEEE Ann. Hist. Comput., 1999

1996
Early Analog Computers in Sweden-With Examples From Chalmers University of Technology and the Swedish Aerospace Industry.
IEEE Ann. Hist. Comput., 1996


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