Publications by: Roberto Dillon
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Dillon, Roberto, and Tan, Kim Lim (2024) Cybersecurity Workforce Landscape, Education, and Industry Growth Prospects in Southeast Asia. Journal of Tropical Futures. (In Press)
Arushi, Arushi, Dillon, Roberto, Teoh, Ai Ni, and Dillon, Denise (2023) Detecting Public Speaking Stress via Real-Time Voice Analysis in Virtual Reality: A Review. In: Innovation-driven business and sustainability in the tropics: Proceedings of the Sustainability, Economics, Innovation, Globalisation and Organisational Psychology Conference 2023. pp. 117-152. From: SEIGOP 2023: Sustainability, Economics, Innovation, Globalisation and Organisational Psychology Conference, 1-3 March 2023, Singapore.
Dillon, Roberto, and Arushi (2023) "PeriHack": Designing a Serious Game for Cybersecurity Awareness. In: Proceedings of the IEEE International Conference on Teaching, Assessment, and Learning for Engineering. From: TALE 2022: IEEE International Conference on Teaching, Assessment, and Learning for Engineering, 4-7 December 2022, Hung Hom, Hong Kong.
Teoh, Ai Ni, Dillon, Roberto, and Kaur, Divjyot (2023) The Validation and Psychometric Properties of the Gaming Instinctual Motivation Scale. European Journal of Investigation in Health, Psychology and Education, 13 (9). pp. 1895-1908.
Dillon, Roberto (2022) The u-index: an alternative metric to measure academic impact. In: Proceedings of the 12th International Conference on Virtual Campus. From: JICV 2022: 12th International Conference on Virtual Campus, 29-30 September 2022, Arequipa, Peru.
Dillon, Roberto, Lothian, Paul, Grewal, Simran, and Pereira, Daryl (2021) Cyber security: evolving threats in an ever-changing world. In: Kuah, Adrian T.H., and Dillon, Roberto, (eds.) Digital Transformation in a Post-COVID World: sustainable innovation, disruption, and change. CRC Press, Boca Raton, FL, USA, pp. 131-155.
Arushi, Dillon, Roberto, and Teoh, Ai Ni (2021) Designing a Virtual Reality based serious game for training public speaking skills. In: [Presented at the International Research Conference on Information Technology Education]. From: ICITE 2021: International Research Conference on Information Technology Education, 7 May 2021, Clark, Philippines.
Kuah, Adrian T.H., and Dillon, Roberto (2021) Digital Transformation in a Post-COVID World: sustainable innovation, disruption, and change. CRC Press, Boca Raton, Florida, USA.
Kuah, Adrian T.H., and Dillon, Roberto (2021) Introduction - Standing on the shoulders of giants: sustainable innovation, disruption, and change. In: Kuah, Adrian T.H., and Dillon, Roberto, (eds.) Digital Transformation in a Post-Covid World: sustainable innovation, disruption, and change. CRC Press, Boca Raton, Florida, USA.
Arushi, Dillon, Roberto, and Teoh, Ai Ni (2021) Real-time stress detection model and voice analysis: an integrated VR based game for training public speaking skills. In: Proceedings of the 3rd IEEE Conference on Games. From: 3rd IEEE Conference on Games, 17-20 August 2021, Copenhagen, Denmark.
Dillon, Roberto, and Vagal, Vihangi (2021) Reducing cyber risk in remote working. In: Kuah, Adrian T.H., and Dillon, Roberto, (eds.) Digital Transformation in a Post-COVID World: sustainable innovation, disruption, and change. CRC Press, Boca Raton, FL, USA, pp. 157-171.
Thirumaran, K., Chawla, Shailey, Dillon, Roberto, and Sabharwal, Jagdeep Kaur (2021) Virtual pets want to travel: engaging visitors, creating excitement. Tourism Management Perspectives, 39. 100859.
Dillon, Roberto (2020) Analyzing games with the AGE and 6-11 frameworks. In: Dillon, Roberto, (ed.) The Digital Gaming Handbook. CRC Press, Boca Raton, FL, USA, pp. 3-17.
Teoh, Ai Ni, Kaur, Divjyot, Dillon, Roberto, and Hristova, Dayana (2020) Developing Gaming Instinctual Motivation Scale (GIMS): item development and pre-testing. In: Bostan, Barbaros, (ed.) Game User Experience And Player-Centered Design. International Series on Computer Entertainment and Media Technology . Springer, Cham, Switzerland, pp. 163-182.
Dillon, Roberto (2020) The Digital Gaming Handbook. CRC Press, Boca Raton, FL, USA.
Dillon, Roberto (2020) Evergreen game design principles. In: Dillon, Roberto, (ed.) The Digital Gaming Handbook. CRC Press, Boca Raton, FL, USA, pp. 127-140.
Dillon, Roberto, Chawla, Shailey, Hristova, Dayana, Gobl, Barbara, and Jovicic, Suzana (2020) Password policies vs. usability: when do users go "bananas"? In: Proceedings of the IEEE 19th International Conference on Trust, Security and Privacy in Computing. pp. 148-153. From: TrustCom 2020: IEEE 19th International Conference on Trust, Security and Privacy in Computing, 29 December 2020 - 1 January 2021, Guangzhou, China.
Dillon, Roberto (2019) Defense: Evolution. In: Schrier, Karen, (ed.) Learning, Education and Games: 100 games to use in the classroom and beyond. Carnegie Mellon University: ETC Press, Pittsburgh, PA, USA, pp. 108-113.
Dillon, Roberto (2018) Game design and emotions: analysis models. In: Lee, Newton, (ed.) Encyclopedia of Computer Graphics and Games. Springer, Cham, Switzerland.
Dillon, Roberto (2017) 2D to VR with Unity 5 and Google Cardboard. CRC Press, Boca Raton, FL, USA.
Dillon, Roberto, and Lundberg, Anita (2017) Vampires in video games: mythic tropes for innovative storytelling. Etropic: electronic journal of studies in the tropics, 16 (1). pp. 46-67.
Dillon, Roberto (2016) Videogames and art: comparing emotional feedback from digital and classic masterpieces. Journal of Humanities and Social Sciences, 21 (7). pp. 79-85.
Dillon, Roberto (2015) Ready: a Commodore 64 retrospective. Springer, Singapore.
Dillon, Roberto (2014) HTML5 Game Development from the Ground Up with Construct 2. CRC Press, Boca Raton, FL, USA.
Dillon, Roberto (2014) Towards the definition of a framework and grammar for game analysis and design. International Journal of Computer and Information Technology, 3 (2). pp. 188-193.
Dillon, Roberto, and Cohen, Ori (2013) The evolution of business models in the video game industry. In: Proceedings of the International Conference on Managing the Asian Century. pp. 101-108. From: ICMAC 2013: International Conference on Managing the Asian Century, 11-13 July 2013, Singapore.
Dillon, Roberto (2013) Serious games and fun: an analysis. International Journal of Innovative Research & Development, 2 (5). pp. 1046-1063.
Dillon, Roberto (2012) Teaching games through the A.G.E. framework. IGDA Perspectives Newsletter, 2012 (September). pp. 1-7.
Yin, Xiang, Ng, Kian Bee, and Dillon, Roberto (2011) Porting and optimizing Music and Emotion Driven Game Engine from PC platform to PS3 platform. In: Proceedings of 16th International Conference on Computer Games USA (2011) pp. 70-74. From: International Conference on Computer Games 2011, 27-30 July 2011, Louisville, Kentucky, USA.
Dillon, Roberto (2011) The Golden Age of Video Games: the birth of a multi-billion dollar industry. Taylor & Francis, Boca Raton, FL, USA.
Dillon, Roberto (2011) The 6-11 Framework: a new approach to video game analysis and design. In: Proceedings of GAMEON Asia 2011 (2011) pp. 25-29. From: GAMEON-ASIA 2011, 1-3 March 2011, Singapore.
Dillon, Roberto (2010) On the Way to Fun: an emotion based approach to successful game design. A K Peters, Natick, MA, USA.
Dillon, Roberto, Bee, Ng Kian, and Rozner, Simon (2009) The music and emotion driven game engine: ideas and games. In: Proceedings of the Annual International Conference on Computer Games, Multimedia and Allied Technologies. pp. 15-23. From: CGAT 2009: Annual International Conference on Computer Games, Multimedia and Allied Technologies, 11-12 May 2009, Singapore.