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The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game.

, , , , , , , , , , , , and . UbiComp, volume 3205 of Lecture Notes in Computer Science, page 70-87. Springer, (2004)

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Interfaces to support children's co-present collaboration: multiple mice and tangible technologies., , and . CSCL, page 342-351. International Society of the Learning Sciences, (2002)Classroom collaboration in the design of tangible interfaces for storytelling., , , , , , , , , and . CHI, page 482-489. ACM, (2001)Assembling History: Achieving Coherent Experiences with Diverse Technologies., , , , , , , , and . ECSCW, page 179-198. Springer, (2003)Savannah: mobile gaming and learning?, , , , , and . J. Comput. Assist. Learn., 20 (6): 399-409 (2004)Ambient wood: designing new forms of digital augmentation for learning outdoors., , , , , , , , , and 2 other author(s). IDC, page 3-10. ACM, (2004)Designing storytelling technologies to encouraging collaboration between young children., , , , , , , , , and 4 other author(s). CHI, page 556-563. ACM, (2000)The effect of tangible interfaces on children's collaborative behaviour., , , , and . CHI Extended Abstracts, page 820-821. ACM, (2002)Situating Historical Events Through Mixed Reality., , , , and . CSCL, volume 2 of Computer-Supported Collaborative Learning, page 293-302. Springer, (2003)The role of a cohort in the design and evaluation of pervasive systems., and . Conference on Designing Interactive Systems, page 31-39. ACM, (2008)Did You See What I Saw?: Comparing User Synchrony When Watching 360° Video In HMD Vs Flat Screen., , , , , and . VR, page 916-917. IEEE, (2019)