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Другие публикации лиц с тем же именем

Crowdsourcing rare events: Using curiosity to draw participants into science and early warning systems., , , , и . ISCRAM, ISCRAM Association, (2014)Hidden / Caution / Danger: How Video Games Can Inform the Design of Sight Cues for Agents., , , , , и . HAI, стр. 396-401. ACM, (2021)Communication, Collaboration, and Coordination in a Co-located Shared Augmented Reality Game: Perspectives From Deaf and Hard of Hearing People., , , , , , , , , и . CHI, стр. 36:1-36:14. ACM, (2024)Three Lessons from Aurorasaurus about Public Facing Information System Design., и . ISCRAM, ISCRAM Association, (2016)Practical Considerations on Applications of the Popularity of Games: The Case of Location-Based Games and Disaster., , и . HCI (33), том 13334 из Lecture Notes in Computer Science, стр. 213-233. Springer, (2022)Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-Based Mobile Systems "in the Wild"., , , и . HCI (20), том 12781 из Lecture Notes in Computer Science, стр. 79-89. Springer, (2021)Scaling 911 Messaging for Emergency Operation Centers During Large Scale Events., , , и . ISCRAM, ISCRAM Association, (2015)Crowdsourcing Investigations: Crowd Participation in Identifying the Bomb and Bomber from the Boston Marathon Bombing., и . IJISCRAM, 6 (4): 60-75 (2014)"I See You!": A Design Framework for Interface Cues about Agent Visual Perception from a Thematic Analysis of Videogames., , , , , , и . CHI, стр. 417:1-417:22. ACM, (2022)The Impacts of Covid-19 on Players of Pokémon GO., , , , , и . ACM Trans. Comput. Hum. Interact., 30 (4): 57:1-57:31 (августа 2023)