COMPUTERS AND DRAMA
Reading List
Summer 1996
Selia Karsten
BOOKS
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Negroponte, N., Being Digital, 1995, Alfred A Knopf, New York
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De Kerckhove, D., The Skin of Culture, 1995, Somerville House Publishing,
Toronto.
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Laurel, B., Computers as Theatre, 1993, Addison-Wesley Publishing Company,
Don Mills
JOURNAL ARTICLES:
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Chiou, Guey-Fa, Learning Rationales and Virtual Reality Technology in Education
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Uretsky, M., Simulation and Gaming: Directions, Issues, Ponderables
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Cornell, R., Virtual Reality: Therapeutic Tool or Time Bomb?
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Stanfel, J., Programming for the Virtual Commons Dietzel, R. , Adding Virtual
Reality to the Curriculum - A Fictional Example Homan, W., Virtual Reality:
Real Promises and False Expectations
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Hedburg, J; Alexander, S., Virtual Reality in Education: Defining Researchable
Issues
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Thomas, P., Macredie, R., Games and the Design of Human-Computer Interfaces
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Shlechter,T., Computer-Based Simulation Systems and Role-Playing; An Effective
Combination for Fostering Conditional Knowledge
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Dede,C., The Future of Multimedia; Bridging to Virtual Worlds
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Helsel, S., Virtual Reality and Education
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McLellan, H., Magical Stories; Blending Virtual Reality and Artificial
Intelligence
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McLellan, H., Avatars, Affordances, and Interfaces; Virtual Reality Tools
for Learning
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OZ Project - Carnegie Mellon University:. http://www-2.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/oz.html
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Virtual Theatre Project: http://www-ksl.stanford.edu/projects/cait/
Updated March 2005