Publications

Fully Refereed Conference Proceedings

1. Greuter S., Douglass A., Sampson G., Woodcock R., Torre L., Chong L., Backhouse S., Armitage J., Amblyopia, 2020, VR: Virtual Reality Games for Amblyopia Treatment, Interactive Entertainment (IE), ACM. (accepted)

2. Greuter S., Balandin S., Watson J., 2019, Social Games Are Fun: Exploring Social Interactions on Smart Speaker Platforms for People with Disabilities, Computer-Human Interaction in Play (CHI Play), 429-435.

3. Li Z., Sheahan J., Wang Y., Greuter S., Mueller F., 2019, InsideOut: Playing with Real-time Video Images of the Gastrointestinal Tract via Imaging Capsules, Computer-Human Interaction in Play (CHI Play), 501-509.

4. Marquez J., Greuter S., Thong L., Duckworth J., 2019, A Card Game Designed to Teach English Pragmatic Markers, European Conference on Game Based learning (ECGBL), 898-906

5. Li Z., Wang Y., Wang W., Chen W., Hoang T., Greuter S., Mueller F., 2019, HeatCraft: Designing Playful Experiences with Ingestible Sensors via Localized Thermal Stimuli, Human Factors in Computing Systems (CHI), ACM, 576-588.

6. Strugnell J., Berry M., Zambetta F., Greuter S., 2018, Narrative Improvisation: Simulating Game Master Choices, International Conference on Interactive Digital Storytelling, Springer, 428-441.

7. Li Z., Chen W., Wang Y., Hoang T., Wang W., Boot M., Greuter S., Mueller F., 2018, HeatCraft: Playing with Ingestible Sensors via Localised Sensations, Computer-Human Interaction in Play, ACM, 521-530.

8. Li Z., Patibanda R., Brandmueller F., Wang W., Berean K., Greuter S., Mueller F. 2018, The Guts Game: Towards Designing Ingestible Games, Computer-Human Interaction in Play (CHI Play), ACM, 271-283.

9. Li Z., Brandmueller F., Greuter S., Mueller F. 2018, The Guts Game: Designing Playful Experiences for Ingestible Devices, Human–Computer Interaction (CHI), ACM, 1-12.

10. Krome S. Batty J. Greuter S. and Holopainen, J. 2017, AutoJam: Exploring Interactive Music Experiences in Stop-and-Go Traffic, Designing Interactive Systems (DIS), ACM, 441-450.

11. Li Z., Brandmueller F., Mueller F., Greuter S., 2017, Ingestible Games: Swallowing a Digital Sensor to Play a Game, Computer-Human Interaction in Play (CHI Play), ACM 511-518.

12. Krome S., Holopainen J., and Greuter S., 2017, AutoGym: An Exertion Game for Autonomous Driving', Computer-Human Interaction in Play (CHI PLAY), ACM, 33-42.

13. Cheklin, M. Mueller, F. and Greuter, S. 2016, Designing Mediated Nurturing Play with Dogs to Alleviate Workplace Stress, Designing Interactive Systems (DIS), ACM, 153-156.

14. Krome, S. Liono, J. Salim, F. Greuter, S. and Steinberger, F. 2016, AutoJammin' - Designing Progression in Traffic and Music, Automotive User Interfaces and Interactive Vehicular Applications (AutomotiveUI), ACM, 63-68.

15. Krome, S. Walz, S. and Greuter, S. 2016, Contextual Inquiry of Future Commuting in Autonomous Cars, Human Factors in Computing Systems (CHI), ACM 3122-3128.

16. Peake I. Blech J. Watkins E. Greuter S. and Schmidt H. 2016, The Virtual Experiences Portals - A Reconfigurable Platform for Immersive Visualization, Augmented Reality, Virtual Reality and Computer Graphics (AVR), Springer, 186-197.

17. Al Aamri F. Greuter S. and Walz S. 2015, Trees of Tales: Designing Playful Interactions to Enhance Reading Experiences, Interactive Technologies and Games (iTAG), IEEE, 1-8.

18. Al Aamri F. Greuter S. and Walz S. 2015, Children Intrinsic Reading Motivation and Playful Applications: Investigating the Relationship, Interactive Technologies and Games (iTAG 2015), IEEE 55-62.

19. Krome S. Goddard W. Greuter S. Walz S. and Gerlicher A. 2015, A context-based design process for future use cases of autonomous driving: prototyping AutoGym, Automotive User Interfaces and Interactive Vehicular Applications, ACM, 265-272.

20. Al Aamri F. Greuter S. and Walz S. 2014, Trees of tales: A playful reading application for Arabic children, International Conference - Entertainment Computing (ICEC), Springer 3-10.

21. Al Aamri F. Greuter S. and Walz S. 2014, Using mise-en-scène to foster reading comprehension in children e-books, Interactive E-Books for Children (IBooC), ACM, 6-10.

22. Ferro L. Walz S. and Greuter S. 2014, Gamicards - An alternative method for paper-prototyping the design of gamified systems, International Conference on Entertainment Computing, Springer, 1-8.

23. Greuter S., Roberts D., 2014, SpaceWalk: Movement and Interaction in Virtual Space with Commodity Hardware, Interactive Entertainment (IE), ACM, 1-7.

24. Greuter S., Nash A., 2014, Game Asset Repetition, Interactive Entertainment (IE 2014), ACM, 1-5.

25. Krome S., Walz S., Greuter S., Holopainen J., Gerlicher A., Schleehauf M., 2014, Exploring Game Ideas for Stresslessness in the Automotive Domain, Interactive Entertainment (IE), ACM, 1-3.

26. Krome S., Walz S., Greuter S., Gerlicher A., Schleehauf M., 2014, Exergaming in the Car: Preliminary Results of an Experimental Setup, Interactive Entertainment (IE), ACM, 1-3.

27. Al Aamri F., Greuter S., and Walz S., 2013, Guiding principles for designing a social, game-based and enculturated reading application for Omani children, CHI 2013 Workshop on Designing and Evaluating Sociability in Online Video Games (CHI), ACM, 1-6.

28. Batty J., Horn K., Greuter S., 2013, Audiovisual granular synthesis: micro relationships between sound and image, Interactive Entertainment (IE), ACM, pp. 1-7.

29. Ferro L., Walz S., and Greuter S., 2013, Towards personalised, gamified systems: an investigation into game design, personality and player typologies, Interactive Entertainment (IE), ACM, 1-6.

30. Greuter S., and Tepe S., 2013, Engaging students in OH&S hazard identification through a game', Digital Games Research Association (DiGRA), 1-20.

31. Moore G., Greuter S., Barker C., 2013, Context, detail, and conversation: using painting strategies with 3D computer animation software, Interactive Entertainment (IE), ACM, 1-5.

32. Greuter S., Tepe S., Peterson F., Boukamp F., D'Amazing K., Quigley K., Van Der Waerden R., Harris T., Goschnick T., Wakefield R., 2012, Designing a game for occupational health and safety in the construction industry, Interactive Entertainment (IE), ACM, 1-8.

33. Tepe S., Greuter S., Boukamp F., Peterson F., 2012, Playing 4 safety - designing an engaging hazard recognition game for construction safety induction, CIB W099 International Conference, International Council for Research and Innovation in Building and Construction (CIB), 507-515.

34. Greuter S., Roberts D., 2011, Controlling viewpoint from markerless head tracking in an immersive ball game using a commodity depth based camera, Distributed Simulation and Real Time Applications (DSRT), IEEE, 64-71.

35. Greuter S., Leach G., Stewart N., 2007, Procedural Urban Streets in Real-Time, Computer Animation and Social Agents (CASA), ACM, 119-128.

36. Greuter S., Stewart N., Leach G., 2004, Beyond the horizon: Computer-generated, three-dimensional, infinite virtual worlds without repetition in real-time, Image, Text and Sound: The Yet Unseen: Rendering Stories, RMIT– Online.

37. Greuter S., Parker J., Stewart N., Leach G., 2003, Real-time procedural generation of 'pseudo infinite' cities, Computer Graphics and Interactive Techniques in Australasia and South East Asia (GRAPHITE), ACM,

38. Greuter S., Parker J., Stewart N., Leach G., 2003, Undiscovered worlds - Towards a framework for real-time procedural world generation, Digital Arts and Culture Conference (DAC), RMIT University, Melbourne.

Book Chapters

1. Greuter S., Kenderdine S., Shaw J., 2018, Pure Land UNWIRED: New approaches to virtual reality for heritage at risk, Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications, IGI Global, 1679-1701.

2. Krome S., Holopainen J., Greuter S., 2017, AutoPlay: Unfolding Motivational Affordances of Autonomous Driving, Automotive User Interfaces (AutoUI), Springer, 483-510.

3. Al Aamri F., Greuter S., 2015, Mise-en-scène: Playful Interactive Mechanics to Enhance Children's Digital Books, Interactive Storytelling, Springer, 211-222.

Refereed Journal Articles

1. McCauley B., Kopanidis F., Farrelly F., Greuter S., 2018, Always On: Understanding the Intrinsic Motivations for Playing Games on Smartphones and the Effect of User Characteristics, The journal of the Canadian Game Studies Association, 1-20.

2. Krome S., Holopainen J., and Greuter S., 2017, AutoPlay: Unfolding motivational affordances of autonomous driving, Automotive User Interfaces (AutomotiveUI), Springer, 483-510.

3. Greuter, S. and Roberts, D. 2014, Controlling viewpoint from markerless head tracking in an immersive ball game using a commodity depth-based camera', in Journal of Simulation, Palgrave Macmillan, 54-63.