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Martin Pichlmair
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2020 – today
- 2022
- [j1]Martin Pichlmair
, Mads Johansen
:
Designing Game Feel: A Survey. IEEE Trans. Games 14(2): 138-152 (2022) - 2021
- [c11]Mads Johansen
, Martin Pichlmair, Sebastian Risi:
Squeezer - A Mixed-Initiative Tool for Designing Juice Effects. FDG 2021: 37:1-37:11 - 2020
- [c10]Mads Johansen
, Martin Pichlmair, Sebastian Risi:
Squeezer - A Tool for Designing Juicy Effects. CHI PLAY (Companion) 2020: 282-286 - [c9]Martin Pichlmair, Charlene Putney:
Procedural Generation for Divination and Inspiration. FDG 2020: 5:1-5:7 - [i1]Martin Pichlmair, Mads Johansen:
Designing Game Feel. A Survey. CoRR abs/2011.09201 (2020)
2010 – 2019
- 2019
- [c8]Mads Johansen
, Martin Pichlmair, Sebastian Risi:
Video Game Description Language Environment for Unity Machine Learning Agents. CoG 2019: 1-8 - 2017
- [c7]Martin Pichlmair, Lena Mech, Miguel Sicart:
Designing for immediate play. FDG 2017: 20:1-20:8 - 2016
- [c6]Martin Fasterholdt, Martin Pichlmair, Christoffer Holmgård:
You Say Jump, I Say How High? Operationalising the Game Feel of Jumping. DiGRA/FDG 2016 - [c5]Fares Kayali, Christoph Bartmann, Oliver Hödl
, Ruth Mateus-Berr
, Martin Pichlmair:
Poème Numérique: Technology-Mediated Audience Participation (TMAP) Using Smartphones and High-Frequency Sound IDs. INTETAIN 2016: 254-258 - 2015
- [c4]Simon Wallner, Martin Pichlmair, Michael Hecher, Michael Wimmer:
Modeling Routinization in Games: An Information Theory Approach. CHI PLAY 2015: 727-732
2000 – 2009
- 2007
- [c3]Martin Pichlmair, Fares Kayali:
Levels of Sound: On the Principles of Interactivity in Music Video Games. DiGRA Conference 2007 - 2005
- [c2]Martin Pichlmair:
Seven mile boots: implications of an everyday interface. ACM Multimedia 2005: 574-577 - [c1]Martin Pichlmair:
Seven mile boots. ACM Multimedia 2005: 1081
Coauthor Index
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