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Framed Guessability: Improving the Discoverability of Gestures and Body Movements for Full-Body Interaction.

, , and . CHI, page 593. ACM, (2018)

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Interpretable Models of Human Interaction in Immersive Simulation Settings., , , , , and . CoRR, (2019)Framed Guessability: Improving the Discoverability of Gestures and Body Movements for Full-Body Interaction., , and . CHI, page 593. ACM, (2018)An exploratory study of input modalities for mobile devices used with museum exhibits., and . CHI, page 895-904. ACM, (2011)Designing visible engineering: supporting tinkering performances in museums., , , , , and . IDC, page 49-58. ACM, (2015)Technologies and tools to support informal science learning., , , , , , , , , and 6 other author(s). ICLS, page 260-266. International Society of the Learning Sciences / ACM DL, (2010)Reframing Playful Participation in Museums: Identity, Collaboration, Inclusion, and Joy., , , , , , , , , and 11 other author(s). ICLS, International Society of the Learning Sciences, (2020)Exploring the Utility of Social-Network-Derived Collaborative Opportunity Temperature Readings for Informing Design and Research of Large-Group Immersive Learning Environments., , and . J. Learn. Anal., 9 (1): 53-76 (March 2022)That's Me and That's You: Museum Visitors' Perspective - Taking Around an Embodied Interaction Data Map Display., , , , , and . CSCL (2), page 343-344. International Society of the Learning Sciences, LuLu, Amazon, (2013)Developing Computational Methods to Measure and Track Learners' Spatial Reasoning in an Open-Ended Simulation., , , , , and . EDM, page 23. International Educational Data Mining Society (IEDMS), (2015)MakeScape lite: a prototype learning environment for making and design., , , , and . IDC, page 229-232. ACM, (2014)