Publications

  • Nevelsteen, Kim and Martin Wehlou (2021). “IPSME- Idempotent Publish/Subscribe Messaging Environment.” In:International Workshop on Immersive Mixed and Virtual Environment Systems Proceedings (MMVE ’21), Sept.28-Oct.1, 2021, Istanbul, Turkey. ACM. DOI: 10.1145/3458307.3460966.
  • Nevelsteen, Kim (2018). “Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse.” In: computer animation & virtual worlds 29.1, e1752. ISSN: 1546-427X. DOI: 10.1002/cav.1752.

  • Nevelsteen, Kim (2017). “Spatiotemporal Modeling of a Pervasive Game.” In: 2017 Computing Conference. Computing Conference. London, United Kingdom, United Kingdom: IEEE, pp. 647–651. DOI: 10.1109/SAI.2017.8252164.

  • Nevelsteen, Kim J. L. (2016). “Distributed Technology-Sustained Pervasive Applications.” PhD thesis. Stockholm University, Department of Computer and System Sciences. URL: http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-129151.
  • Nevelsteen, Kim, Theo Kanter, and Rahim Rahmani (2016). “Comparing Properties of Massively Multiplayer Online Worlds and the Internet of Things.” In: 2016 IEEE Symposium on Computers and Communication (ISCC). Digital Entertainment, Networked Virtual Environments and Creative Technology (DENVECT). Messina, Italy: IEEE, pp. 1–5. DOI: 10.1109/ISCC.2016.7543704.

  • Nevelsteen, Kim (2016). “Physical, Virtual, and Game World Persistence.” In: Encyclopedia of Computer Graphics and Games. Ed. by Newton Lee. Switzerland: Springer International Publishing, pp. 1–5. ISBN: 978-3-319-08234-9. DOI: 10.1007/978-3-319-08234-9_72-2.
  • Nevelsteen, Kim (2016). “Pervasive Games.” In: Encyclopedia of Computer Graphics and Games. Ed. by Newton Lee. Switzerland: Springer International Publishing, pp. 1–8. ISBN: 978-3-319-08234-9. DOI: 10.1007/978-3-319-08234-9_73-1.
  • Nevelsteen, Kim J. L. (2015). A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games. SpringerBriefs in Computer Science. Switzerland: Springer International Publishing. DOI: 10.1007/978-3-319-17632-1.

  • Waern, Annika, Elena Balan, and Kim Nevelsteen (2012). “Athletes and street acrobats: designing for play as a community value in parkour.” In: Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems. CHI ’12. Austin, Texas, USA: ACM, pp. 869–878. DOI: 10.1145/2207676.2208528.

  • Nevelsteen, Kim and Sergio Gayoso (2012). “GDD as a Communication Medium.” In: Games and Innovation Research Seminar 2011 Working Papers. Ed. by Annakaisa Kultima and Mirva Peltoniemi. Informaatiotutkimuksen ja Interaktiivisen median laitos/yksikkö -TRIM Research Reports 7. Tampere University Press, pp. 53–59. DOI: http://urn.fi/urn:isbn:978-951-44-8705-7.