Sylvester Arnab

Orcid: 0000-0002-4939-7382

According to our database1, Sylvester Arnab authored at least 56 papers between 2008 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2023
Communicating engineering heritage through immersive technology: A VR framework for enhancing users' interpretation process in virtual immersive environments.
Comput. Educ. X Real., December, 2023

Efficacy of the 4F Feedback Model: A Game-Based Assessment in University Education.
Inf., February, 2023

Wearable Technology as Game Input for Active Exergames.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

2022
Power to the Teachers: An Exploratory Review on Artificial Intelligence in Education.
Inf., 2022

Serious Gaming for Behaviour Change: A Systematic Review.
Inf., 2022

2021
Science teachers' experiences of inquiry-based learning through a serious game: a phenomenographic perspective.
Smart Learn. Environ., 2021

Older Adults "Jump" into coDesiging a Digital Game: A Field Study.
Proceedings of the Human Aspects of IT for the Aged Population. Technology Design and Acceptance, 2021

2020
The Potential of Implementing Interactive Storytelling Experience for Museums.
Proceedings of the Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection, 2020

2019
Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Game-based learning to teach Higher Order thinking in Rural Schools - Case studies in Sarawak Borneo.
IxD&A, 2019

Player Interaction with Procedurally Generated Game Play from Crowd-Sourced data.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
Games for active ageing, well-being and quality of life: a pilot study.
Behav. Inf. Technol., 2018

Balance Trucks: Using Crowd-Sourced Data to Procedurally-Generate Gameplay within Mobile Games.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the field.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

Dungeons and Dragons as a Tool for Developing Student Self-reflection Skills.
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018

2017
Enabling collective awareness of energy use via a social serious game.
EAI Endorsed Trans. Serious Games, 2017

EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.
Int. J. Serious Games, 2017

We are the Game Changers: An Open Gaming Literacy Programme.
Int. J. Game Based Learn., 2017

Essential features of serious games design in higher education: Linking learning attributes to game mechanics.
Br. J. Educ. Technol., 2017

Towards a trans-disciplinary methodology for a game-based intervention development process.
Br. J. Educ. Technol., 2017

EnCity: A serious game for empowering young people with Down's syndrome.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

Move Your Mind: Creative Dancing Humanoids as Support to STEAM Activities.
Proceedings of the Intelligent Interactive Multimedia Systems and Services 2017, 2017

2016
The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-Based Games.
Proceedings of the Serious Games, Interaction and Simulation, 2016

Social Mpower: An Educational Game for Energy Efficiency.
Proceedings of the Serious Games, Interaction and Simulation, 2016

Playful and Gameful Learning in a Hybrid Space.
Proceedings of the Serious Games, Interaction and Simulation, 2016

EscapED: Adapting Live-Action, Interactive Games to Support Higher Education Teaching and Learning Practices.
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016

2015
Learning Analytics Architecture to Scaffold Learning Experience through Technology-based Methods.
Int. J. Serious Games, 2015

Transposing freemium business model from casual games to serious games.
Entertain. Comput., 2015

Foundations of dynamic learning analytics: Using university student data to increase retention.
Br. J. Educ. Technol., 2015

Mapping learning and game mechanics for serious games analysis.
Br. J. Educ. Technol., 2015

Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

2014
Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games.
Int. J. Serious Games, 2014

Providing Career Guidance to Adolescents through Digital Games: A Case Study.
Int. J. Game Based Learn., 2014

Flow framework for analyzing the quality of educational games.
Entertain. Comput., 2014

Pegaso: A Serious Game to Prevent Obesity.
Proceedings of the Digital Human Modeling. Applications in Health, Safety, Ergonomics and Risk Management, 2014

Narrative Serious Game Mechanics (NSGM) - Insights into the Narrative-Pedagogical Mechanism.
Proceedings of the Games for Training, Education, Health and Sports, 2014

Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism.
Proceedings of the Games for Training, Education, Health and Sports, 2014

A Conceptual Model Towards the Scaffolding of Learning Experience.
Proceedings of the Games and Learning Alliance - Third International Conference, 2014

Facilitating Intuitive-Guided Learning in a Serious Game through Integration with a Learning Content Management System.
Proceedings of the Eighth International Conference on Complex, 2014

A game-based learning approach to road safety: the code of everand.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
The Herbert Virtual Museum.
J. Electr. Comput. Eng., 2013

The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting.
Comput. Educ., 2013

Metycoon: A Game-Based Approach to Career Guidance.
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

The Open Innovation Exchange Platform: Experiences of Implementing a Business Community Engagement Platform for Channeling IP Development and Collaboration with Local Businesses.
Proceedings of the IEEE 10th International Conference on e-Business Engineering, 2013

Flow Experience as a Quality Measure in Evaluating Physically Activating Serious Games.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013

2012
Tackling Sensitive Issues Using a Game-based Environment: Serious Game for Relationships and Sex Education (RSE).
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2012, 2012

The Design Principles for Flow Experience in Educational Games.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

PR: EPARe: A Game-Based Approach to Relationship Guidance for Adolescents.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

E-commerce transactions in a virtual environment: virtual transactions.
Electron. Commer. Res., 2012

Authoring of Adaptive Serious Games.
Proceedings of the 21st Century Learning for 21st Century Skills, 2012

Guiding Intuitive Learning in Serious Games: An Achievement-Based Approach to Externalized Feedback and Assessment.
Proceedings of the Sixth International Conference on Complex, 2012

2011
Building Social Commmunities around Alternate Reality Games.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

Scenario-based serious games repurposing.
Proceedings of the 29th ACM international conference on Design of communication, 2011

Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System.
Proceedings of the 2011 Third International Conference on Intelligent Networking and Collaborative Systems (INCoS), Fukuoka, Japan, November 30, 2011

Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction.
Proceedings of the Serious Games and Edutainment Applications., 2011

2008
A Deformable Surface Model with Volume Preserving Springs.
Proceedings of the Articulated Motion and Deformable Objects, 5th International Conference, 2008


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