Browse > School > School of Games & Creative Technology

Number of items at this level: 69.

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Kirkland, Ewan (2024) ‘Boys and girls of every age. Wouldn’t you like to see something strange?’ – Uncanniness and The Nightmare Before Christmas. Animation: an interdisciplinary journal. ISSN 1746-8477 (In Press) Item availability restricted.

Sezen, Digdem and Akcali, Atakan and Sezen, Tonguc Ibrahim and Perks, Sarah and Stewart, Paul (2024) Exploring women's role in creative industries through collaborative action research using tabletop role-playing games. In: Technology, innovation, entrepreneurship and education: 4th EAI International Conference, TIE 2023, Cambridge, UK, September 27-28, 2023, proceedings. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 575 . Springer, Cham, pp. 39-53. ISBN 9783031593833

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Smith, Smin and Delany, Avery and Ahmed, Ibtisam and Taylor, Josephine and Myerson, Sasha and Stone, Katie and Rossi, Eleonora and Dillon, Tom (2024) Queer and trans theory. In: The New Routledge Companion to Science Fiction. Routledge, pp. 448-456. ISBN 9781003140269 Item availability restricted.

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Kerim, Abdulrahman and Ramos, Washington and Leandro, Soriano Marcolino and Nascimento, Erickson and Jiang, Richard (2023) Leveraging synthetic data to learn video stabilization under adverse conditions. In: IEEE/CVF Winter Conference on Applications of Computer Vision (WACV), 4-8 January 2024, Waikoloa, Hawaii, USA. (In Press)

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Smith, Smin (2023) Feminist science fiction art. In: The Routledge Companion to Gender and Science Fiction. Routledge Companions to Gender . Routledge. ISBN 9780367537012

Sezen, Digdem (2022) In conversation with Professor Henry Jenkins. sinecine: Journal of Film Studies, 13 (3). pp. 123-143. ISSN 1309-5838

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Smith, Smin and Dillon, Tom and Butt, Amy and Hill, Rachel and Murphy, Sinead and Rossi, Eleonora and Stone, Katie and Lee, Sing Yun (2022) Collective close reading: queer SF and the methodology of the many. In: The Routledge Companion to Gender and Science Fiction. Routledge. ISBN 9780367537012 (In Press) Item availability restricted.

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Baker, Camille and Bryan-Kinns, Nick and Greinke, Berit (2022) WEAR: wearable technologists engage with artists for responsible innovation: analysis, insights, outcomes and impact. In: Bloomsbury Encyclopedia of World Textiles. Bloomsbury. (In Press) Item availability restricted.

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Baker, Camille (2022) Artist talk - INTER/her: an immersive journey inside the female body. In: ISEA, International Symposium on Electronic Art, 13 June 2022, MACBA - Convent dels Àngels, Barcelona, Spain. (Unpublished) Item availability restricted.

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Nordin, Noradila and Mohd Nordin, Nur Rasyidah and Omar, Wafa (2022) The efficacy of REV-OPOLY augmented reality board game in higher education. International Journal of Emerging Technologies in Learning (iJET), 17 (7). pp. 22-37. ISSN 1863-0383

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Kerim, Abdulrahman and Genç, Burkay (2022) Mobile games success and failure: mining the hidden factors. Neural Computing and Applications. ISSN 1433-3058

Baker, Camille (2022) Extended senses: designing emotional immersive experiences with VR haptics. In: Extended senses, 22 February 2022, Wolverhampton Screen School, University of Wolverhampton, UK.

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Nordin, Noradila and Mohd. Nordin, Nur Rasyidah and Omar, Wafa (2022) REV-OPOLY: a study on educational board game with web-based augmented reality. Asian Journal of University Education (AJUE), 18 (1). pp. 81-90. ISSN 2600-9749

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Baker, Camille (2022) INTER/her: an immersive journey inside the female body - experience reflections. Virtual Creativity, 11 (2). ISSN 2397-9704 (In Press) Item availability restricted.

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Bostan, Barbaros and Sezen, Digdem (2022) Player needs inventory (PNI): an analytical framework for analyzing player motives in video games. In: 23rd International Conference on Intelligent Games and Simulation, GAME-ON 2022; Lisbon; Portugal; 14 September 2022 through 16 September 2022. EUROSIS, pp. 41-47. ISBN 9789492859228

Sezen, Tonguc and Sezen, Digdem (2021) Longform video essays as critical retellings of video game narratives. In: Games and narrative: theory and practice. International Series on Computer Entertainment and Media Technology (ISCEMT) . Springer, pp. 267-279. ISBN 9783030815387

Sezen, Digdem and Sezen, Tonguc (2021) A pilot study on analyzing critical retellings using digital humanities tools. In: Interactive storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7-10, 2021, proceedings. Lecture Notes in Computer Science, 13138 . Springer, Cham, pp. 525-529. ISBN 9783030923006

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Baker, Camille (2021) Focus on smartphone filmmaking practice - interview with Camille Baker. In: Smartphone filmmaking: theory and practice. Bloomsbury Academic, New York, pp. 115-149. ISBN 9781501360350 Item availability restricted.

Baker, Camille (2021) Keynote address: S+T+ARTS:EU DG-CNT Arts & Technology Innovation Initiative: 2012-present. In: Electronic Visualisation and the Arts (EVA), 5-9 July 2021, London (online).

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Nordin, Noradila (2021) The effectiveness of online-based learning in Java programming language: student perceptions and performance. Journal of Technology and Operations Management, 16 (1). pp. 25-37. ISSN 2590-4175

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Sezen, Digdem and Sezen, Tonguc (2021) Video games. In: The Routledge encyclopedia of citizen media. Routledge. ISBN 9781317215073

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Kirkland, Ewan (2021) Gothic gaming, queer mash-ups and 'Gone Home'. In: Gothic mash-ups: hybridity, appropriation, and intertextuality in Gothic storytelling. Lexington Books, pp. 205-223. ISBN 1793636575 Item availability restricted.

Sezen, Digdem (2020) Machine gaze on women: how machine vision technologies see women in films. In: Female agency and subjectivities in film and television. Palgrave Macmillan, Cham. ISBN 9783030561000

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Baker, Camille (2020) Wearing data: intentions and tensions of art and design in performance using wearables. In: The Routledge companion to mobile media art. Routledge, pp. 387-398. ISBN 9780367197162 Item availability restricted.

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Kirkland, Ewan (2020) Contextualising the bronies: cult, quality, subculture and the contradictions of contemporary fandom. The Journal of Popular Television, 8 (1). pp. 87-104. ISSN 2046-9861 Item availability restricted.

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Nordin, Noradila and Mohd Fauzi, Nurul Husna (2020) A web-based mobile attendance system with facial recognition feature. International Journal of Interactive Mobile Technologies, 14 (5). pp. 193-202. ISSN 1865-7923

Sezen, Digdem (2020) Without a blink: machine ways of seeing in contemporary visual culture. Interactions: Studies in Communication & Culture, 11 (1). pp. 103-107. ISSN 1757-2681

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Greinke, Berit and Sametinger, Florian and Baker, Camille and Bryan-Kinns, Nick and Hernandez, Lucie and Ranaivoson, Heritiana (2019) Social sustainability approaches in electronic textiles crafts communities. In: PLATE - product lifetimes and the environment: proceedings. Universitätsverlag der TU Berlin, Berlin, pp. 301-307. ISBN 9783798331259

Sezen, Tonguc and Iurgel, Ido and Fischöder, Nicholas and Sezen, Digdem (2019) Interactive narrative design for geographically dispersed points of interest. In: Making smart cities more playable. Gaming Media and Social Effects (GMSE) . Springer, Singapore, pp. 261-277. ISBN 9789811397653

Sezen, Digdem and Sezen, Tonguc (2019) Press start to remember the martyrs: on video games commemorating the 2016 coup attempt in Turkey. In: The dubious case of a failed coup: militarism, masculinities, and 15 July in Turkey. Palgrave Macmillan, Singapore, pp. 123-139. ISBN 9789811311406

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Baker, Camille (2019) New directions in mobile media and performance. Digital Research in the Arts and Humanities . Routledge, New York. ISBN 9781472467188 Item availability restricted.

Dunning, Ben and Bossom, Andrew (2019) Interactivity and immersion UI UX design for games. Creative Careers & Required Reading . Bloomsbury Publishing, London. (Unpublished)

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Sezen, Digdem and Sezen, Tonguc and Koenitz, Hartmut and Knoller, Noam and Haahr, Mads and Dubbelman, Teun and Roth, Christian (2018) Card-based methods in interactive narrative prototyping. In: Interactive storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, proceedings. Lecture Notes in Computer Science, 11318 . Springer, Cham. ISBN 9783030040284

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Bryan-Kinns, Nick and Baker, Camille and Greinke, Berit and Ranaivoson, Heritiana and Lasebikan, Rachel and Wu, Yongmeng and Liu, Sankun (2018) WEAR Sustain Network: wearable technology innovation. In: Global Fashion Conference 2018, London, England: proceedings. London College of Fashion, London. ISBN 9789895426300

Baker, Camille (2018) WEAR Sustain. In: Ars Electronica Festival 2018, 6 - 10 September 2018, Linz, Austria.

Baker, Camille (2018) Virtual, artificial and mixed reality: new frontiers in performance. 2017 23rd International Conference on Virtual System & Multimedia (VSMM). ISSN 2474-1485

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Baker, Camille and Sicchio, Kate (2018) Hacking the Body 2.0: dancing between commercial and DIY wearable technology. International Journal of Performance Arts and Digital Media. ISSN 1479-4713 (Print); 2040-0934 (Online)

Sezen, Digdem (2018) Political game design. In: Encyclopedia of computer graphics and games. Springer, Cham, pp. 1435-1437. ISBN 9783031231599

Baker, Camille and Sicchio, Kate (2017) Critical interventions in wearable tech, smart fashion and etextiles in art and performance. In: Digital bodies: creativity and technology in the arts and humanities. Palgrave Studies in Performance and Technology . Palgrave Macmillan. ISBN 9781349952403

Baker, Camille (2017) WEAR Sustain. In: Digital Research in the Arts and Humanities (DRHA), 10 - 13 September 2017, Arts Institute at the University of Plymouth, Plymouth, UK. (Unpublished)

Baker, Camille and Sicchio, Kate (2017) Hacking the Body 2.0: ethics in wearable tech, etextiles design and data collection in performance. In: HCI International 2017, 9-14 July 2017, Vancouver Convention Centre, Vancouver, Canada. (Unpublished)

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Baker, Camille and Sicchio, Kate (2016) Intersecting art and technology in practice: techne/technique/technology. Routledge Advances in Art and Visual Studies . Routledge, Oxford. ISBN 9781138934115

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Baker, Camille and Sicchio, Kate and Mooney, Tara Baoth and Stewart, Rebecca (2016) Hacking the Body 2.0: Flutter/Stutter. In: International Conference on Live Interfaces, 29 June - 3 July 2016, University of Sussex, UK.

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Baker, Camille and Sicchio, Kate and Mooney, Tara Baoth and Stewart, Rebecca (2016) Hacking the Body 2.0 performance: Flutter/Stutter. In: International Conference on Live Interfaces, 29 June - 3 July 2016, University of Sussex, UK.

Baker, Camille (2016) ICT&ART Connect: connecting ICT & Art communities project outcomes. In: Curating the digital: space for art and interaction. Springer Series on Cultural Computing . Springer International Publishing, pp. 89-105. ISBN 9783319287201

Sezen, Digdem and Sezen, Tonguc (2016) Designing and playing to protest: looking back to Gezi games. In: Gamer psychology and behavior. International Series on Computer Entertainment and Media Technology . Springer, Cham, Switzerland, pp. 73-88. ISBN 9783319299037

Baker, Camille and Sicchio, Kate (2016) Hacking the Body 2.0 performance. In: 22nd International Symposium on Electronic Art (ISEA2016), 16-22 May 2016, Hong Kong. (Unpublished)

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Baker, Camille and Sicchio, Kate (2016) Performing identity through wearable sensing. In: 22nd International Symposium on Electronic Art (ISEA2016), 16-22 May 2016, Hong Kong. Item availability restricted.

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Bossom, Andrew and Dunning, Ben (2015) Video games: an introduction to the industry. Creative Careers . Bloomsbury. ISBN 9781472567154

Baker, Camille (2015) A match made in heaven? Marrying fashion and technology & rebranding wearables. In: Interlaced 2015: The Future Of Fashion + Technology, 3 September 2015, The Old Truman Brewery, London.

Baker, Camille and Sicchio, Kate (2015) Stitch, bitch, make/perform: wearables and performance. In: Electronic Visualisation and the Arts (EVA), 7-9 July 2015, BCS, London.

Sezen, Digdem (2015) Narrative explorations in videogame poetry. In: Interactive digital narrative. Routledge, New York. ISBN 9781315769189

Baker, Camille (2014) Soft circuits, smart textiles and mobile video in participatory performance. In: MIDAS: Methodological innovation in digital arts and social sciences, 18 July 2014, Brunel University, London, UK. (Unpublished)

Sezen, Digdem (2013) Digital games as a medium for artistic expression. Connectist: Istanbul University Faculty of Communication Journal, 45. pp. 129-147. ISSN 2636-8943

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Baker, Camille (2013) MINDtouch: embodied mobile media ephemeral transference. Leonardo Journal, 46 (3). 221 -225. ISSN 0024-094X

Sezen, Digdem (2013) Women in Turkish-German cinema: tracing the direction of change through woman’s image. In: Imaginaries out of place: cinema, transnationalism and Turkey. Cambridge Scholars Press, United Kingdom, pp. 207-219. ISBN 1443841331

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Baker, Camille (2011) Methodologies for mobile media performance. Acoustic Space (9). pp. 131-144. ISSN 1407-2858 Item availability restricted.

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Baker, Camille (2011) ‘MINDtouch’ – embodied ephemeral transference: mobile media performance research. The International Journal of Performance Arts and Digital Media, 7 (1). pp. 99-118. ISSN 1479-4713 (Print) 2040-0934 (Online)

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Baker, Camille and Schleser, Max and Molga, Kasia (2009) Aesthetics of mobile media art. Journal of Media Practice, 10 (2). pp. 101-122. ISSN 1468-2753 (Print) 2040-0926 (Online)

This list was generated on Thu Jan 30 17:31:15 2025 UTC.