Tyler Pace

According to our database1, Tyler Pace authored at least 21 papers between 2007 and 2014.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2014
The lonely raccoon at the ball: designing for intimacy, sociability, and selfhood.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
From organizational to community creativity: paragon leadership & creativity stories at etsy.
Proceedings of the Computer Supported Cooperative Work, 2013

A tribute to Mad skill: expert amateur visuality and world of Warcraft Machinima.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Machinima production tools: a vernacular history of a creative medium.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Creative self-expression in socio-technical systems.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, Seattle, WA, USA, February 11-15, 2012, 2012

Come meet me at Ulduar: progression raiding in world of warcraft.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012

2011
Book review: Ken Hillis, Online a Lot of the Time: Ritual, Fetish, Sign, Durham, NC: Duke University Press, 2009, 328 pp. ISBN 9780822344483, $24.95 (pbk).
New Media Soc., 2011

Collective creativity: the emergence of World of Warcraft machinima.
Proceedings of the 2011 British Computer Society Conference on Human-Computer Interaction, 2011

2010
Virtual fashion and avatar design: a survey of consumers and designers.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

Practice-centered e-science: a practice turn perspective on cyberinfrastructure design.
Proceedings of the 2010 International ACM SIGGROUP Conference on Supporting Group Work, 2010

Human-centered e-science: A group-theoretic perspective on cyberinfrastructure design.
Proceedings of the 2010 International Symposium on Collaborative Technologies and Systems, 2010

The rogue in the lovely black dress: intimacy in world of warcraft.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs?
J. Inf. Commun. Ethics Soc., 2009

Emerging Standards in Virtual Fashion: An Analysis of Critical Strategies Used in Second Life Fashion Blogs.
Proceedings of the 42st Hawaii International International Conference on Systems Science (HICSS-42 2009), 2009

Understanding affective interaction: Emotion, engagement, and internet videos.
Proceedings of the Affective Computing and Intelligent Interaction, 2009

2008
Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentation.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

Blissfully productive: grouping and cooperation in world of warcraft instance runs.
Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, 2008

Can an orc catch a cab in stormwind?: cybertype preference in the world of warcraft character creation interface.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Making user engagement visible: a multimodal strategy for interactive media experience research.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

2007
Virtual Worlds and Fraud: Approaching Cybersecurity in Massively Multiplayer Online Games.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Celerometer and idling reminder: persuasive technology for school bus eco-driving.
Proceedings of the Extended Abstracts Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007


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