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The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences

, , , , , , and . CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems, page 427--436. New York, NY, USA, ACM, (2006)
DOI: http://doi.acm.org/10.1145/1124772.1124836

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The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences, , , , , , and . CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems, page 427--436. New York, NY, USA, ACM, (2006)BYOD: Bring Your Own Device, , , and . UbiComp 2004 Workshop on Ubiquitous Display Environments, Nottingham, UK, (September 2004)(Re)searching through play: play as a framework and methodology for collaborative design processes., , , and . Int. J. Arts Technol., 2 (1/2): 5-21 (2009)Designing for performative tangible interaction., and . Int. J. Arts Technol., 1 (3/4): 288-308 (2008)Understanding Interaction in Ubiquitous Guerrilla Performances in Playful Arenas., , , and . BCS HCI, page 3-17. Springer, (2004)DIY design process for interactive surfaces., , , and . BCS HCI, page 485-493. ACM, (2009)Jogging over a distance between Europe and Australia., , , , , and . UIST, page 189-198. ACM, (2010)The Smart Phone: A Ubiquitous Input Device., , , and . IEEE Pervasive Computing, 5 (1): 70-77 (2006)Spectators at a Geek Show: An Ethnographic Inquiry into Wearable Computing., , and . ISWC, page 195-196. IEEE Computer Society, (2000)Greek and Latin Documents from 'Abu Sha'ar, 1992-1993, and . The Bulletin of the American Society of Papyrologists., (1994)