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The visitor as virtual archaeologist: explorations in mixed reality technology to enhance educational and social interaction in the museum.

, , , , , , , , , , and . Virtual Reality, Archeology, and Cultural Heritage, page 91-96. ACM, (2001)

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Can digital interactions support new dialogue around heritage?. Interactions, 25 (2): 24-25 (2018)Enhancing Children's Learning in Museums: A Design-based Research Approach., , , , , , and . ICLS, International Society of the Learning Sciences, (2006)Tools for Open Interpretation: Using Novel, Non-desktop Computing to Support Multiple Perspectives in Children's Historical Understanding., , , , , , and . ICLS, International Society of the Learning Sciences, (2004)Making Home Work Places., , and . ECSCW, European Society for Socially Embedded Technologies (EUSSET), (2020)Designing for Digital Wellbeing: A Research & Practice Agenda., , , , , , , and . CHI Extended Abstracts, ACM, (2019)Interactive exhibitions design: what can we learn from cultural heritage professionals?, , , and . NordiCHI, page 598-607. ACM, (2014)Human-Computer Interactions in Museums, and . Synthesis Lectures on Human-Centered Informatics Morgan & Claypool Publishers, (2019)Articulating Co-Design in Museums: Reflections on Two Participatory Processes., , , , , , and . CSCW, page 13-25. ACM, (2016)Exploring Flash Fiction for the Collaborative Interpretation of Qualitative Data., and . ECSCW Exploratory Papers, Demos and Posters, European Society for Socially Embedded Technologies (EUSSET), (2019)Practice-based CSCW Research: ECSCW bridging across the Atlantic., , , , and . CSCW Companion, page 210-220. ACM, (2016)