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Crowdsourcing rare events: Using curiosity to draw participants into science and early warning systems.

, , , , and . ISCRAM, ISCRAM Association, (2014)

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A Quest?!: The Secret Life of Gameworld Punctuation., , and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 526-557 (2023)Pokémon GO to Pokémon STAY: How Covid-19 Affected Pokémon GO Players., , , , , and . CoRR, (2022)Crowdsourcing rare events: Using curiosity to draw participants into science and early warning systems., , , , and . ISCRAM, ISCRAM Association, (2014)Hidden / Caution / Danger: How Video Games Can Inform the Design of Sight Cues for Agents., , , , , and . HAI, page 396-401. ACM, (2021)Three Lessons from Aurorasaurus about Public Facing Information System Design., and . ISCRAM, ISCRAM Association, (2016)Crowdsourcing Investigations: Crowd Participation in Identifying the Bomb and Bomber from the Boston Marathon Bombing., and . IJISCRAM, 6 (4): 60-75 (2014)Scaling 911 Messaging for Emergency Operation Centers During Large Scale Events., , , and . ISCRAM, ISCRAM Association, (2015)Practical Considerations on Applications of the Popularity of Games: The Case of Location-Based Games and Disaster., , and . HCI (33), volume 13334 of Lecture Notes in Computer Science, page 213-233. Springer, (2022)Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-Based Mobile Systems "in the Wild"., , , and . HCI (20), volume 12781 of Lecture Notes in Computer Science, page 79-89. Springer, (2021)"I See You!": A Design Framework for Interface Cues about Agent Visual Perception from a Thematic Analysis of Videogames., , , , , , and . CHI, page 417:1-417:22. ACM, (2022)