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1521. | Rodrigues, Gemma Simone Leightextquoterights Architectural Excavations and Inventions: A Storehouse of Signs Conference Artiststextquoteright Critical Interventions into Architecture and Urbanism, University of Warwick, London, 0000. @conference{10293b, title = {Simone Leightextquoterights Architectural Excavations and Inventions: A Storehouse of Signs}, author = { Gemma Rodrigues}, booktitle = {Artiststextquoteright Critical Interventions into Architecture and Urbanism}, address = {University of Warwick, London}, keywords = {}, pubstate = {published}, tppubtype = {conference} } |
1522. | Auger, James Smart Futures Journal Article In: 0000. @article{10299b, title = {Smart Futures}, author = { James Auger}, keywords = {}, pubstate = {published}, tppubtype = {article} } |
1523. | Gouveia, E; Azevedo, F; Ferreira, L; Caldeira, P; Almeida, V; 'u, R; Karapanos, Evangelos Look what I found! Augmenting Phone Calls with Memories of the Past Conference CHI 2013, [Acceptance Rate: 32%], Paris, France, 0000. @conference{8786, title = {Look what I found! Augmenting Phone Calls with Memories of the Past}, author = {E Gouveia and F Azevedo and L Ferreira and P Caldeira and V Almeida and R{'u}ben Gouveia and Evangelos Karapanos}, booktitle = {CHI 2013, [Acceptance Rate: 32%]}, address = {Paris, France}, abstract = { Photos have an enormous capacity in cueing memories of our past and supporting collective reminiscing. Yet, despite the considerable increase in our ability to efficiently capture photos, our digital photo collections remain to a large extent invisible to our everyday interactions with the physical world. We present the design of “Look what I found!”, a mobile application that aims at supporting collective reminiscing through making photos present in our daily phone calls. We then report the field trial of “Look what I found!” that discovered unexpected and often inventive ways in which users appropriate the application in their daily lives },keywords = {}, pubstate = {published}, tppubtype = {conference} } <p>Photos have an enormous capacity in cueing memories of our past and supporting collective reminiscing. Yet, despite the considerable increase in our ability to efficiently capture photos, our digital photo collections remain to a large extent invisible to our everyday interactions with the physical world. We present the design of “Look what I found!”, a mobile application that aims at supporting collective reminiscing through making photos present in our daily phone calls. We then report the field trial of “Look what I found!” that discovered unexpected and often inventive ways in which users appropriate the application in their daily lives</p> |
1524. | Esteves, Augusto; van den Hoven, Elise; Oakley, Ian Physical Games or Digital Games? Comparing Support for Mental Projection in Tangible and Virtual Representations of a Problem-Solving Task Proceeding Barcelona, Spain, 0000. @proceedings{8787b, title = {Physical Games or Digital Games? Comparing Support for Mental Projection in Tangible and Virtual Representations of a Problem-Solving Task}, author = { Augusto Esteves and Elise van den Hoven and Ian Oakley}, journal = {TEI 2013 - Seventh International Conference on Tangible, Embedded and Embodied Interaction, [Acceptance Rate: 35%]}, pages = {167-174}, address = {Barcelona, Spain}, abstract = { This paper explores how different interfaces to a problemsolving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-arow and compares play on a physical, tangible game board with that conducted in mouse and touch-screen driven virtual versions. This is achieved through a repeated measures study involving a total of 36 participants and which explicitly assesses aspects of cognitive work through measures of time task, subjective workload, the projection of mental constructs onto external structures and the occurrence of explanatory epistemic actions. The results highlight the relevance of projection and epistemic action to this problem-solving task and suggest that the different interface forms afford instantiation of these activities in different ways. The tangible version of the system supports the most rapid execution of these actions and future work on this topic should explore the unique advantages of tangible interfaces in supporting epistemic actions },keywords = {}, pubstate = {published}, tppubtype = {proceedings} } <p>This paper explores how different interfaces to a problemsolving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-arow and compares play on a physical, tangible game board with that conducted in mouse and touch-screen driven virtual versions. This is achieved through a repeated measures study involving a total of 36 participants and which explicitly assesses aspects of cognitive work through measures of time task, subjective workload, the projection of mental constructs onto external structures and the occurrence of explanatory epistemic actions. The results highlight the relevance of projection and epistemic action to this problem-solving task and suggest that the different interface forms afford instantiation of these activities in different ways. The tangible version of the system supports the most rapid execution of these actions and future work on this topic should explore the unique advantages of tangible interfaces in supporting epistemic actions</p> |
1525. | Chakraborty, Shujoy Communicating eco-efficiency through product and interface design: the case of domestic appliances. Conference DPPItextquoteright11: Designing pleasurable products and interfaces international conference (doctoral session), Politecnico Di Milano, Italy (2011), Italy, 0000. @conference{9081, title = {Communicating eco-efficiency through product and interface design: the case of domestic appliances.}, author = {Shujoy Chakraborty}, booktitle = {DPPItextquoteright11: Designing pleasurable products and interfaces international conference (doctoral session), Politecnico Di Milano, Italy (2011)}, address = {Italy}, keywords = {}, pubstate = {published}, tppubtype = {conference} } |
1526. | Goldman, A; Chen, MC Pirate Island: an Immersion-Style Language-Learning RPG Proceeding ACM, New York, NY, USA, 0000, ISBN: 978-1-4503-1918-8. @proceedings{8788b, title = {Pirate Island: an Immersion-Style Language-Learning RPG}, author = { A Goldman and MC Chen}, isbn = {978-1-4503-1918-8}, journal = {Interaction Design and Children, IDC 2013, [Acceptance Rate: 32%]}, pages = {404-407}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {}, pubstate = {published}, tppubtype = {proceedings} } |