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Communication channels and awareness cues in collocated collaborative time-critical gaming.

, , and . CSCW, page 569-578. ACM, (2012)

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This is fun! we're all best friends and we're all playing: supporting children's synchronous collaboration., , , , and . CSCL, page 31. International Society of the Learning Sciences, (1999)Interface currents: supporting fluent face-to-face collaboration., , and . SIGGRAPH Sketches, page 142. ACM, (2005)Jumping on the Bandwagon: Overcoming Social Barriers to Public Display Use., , , , and . Graphics Interface, page 21:1-21:9. Canadian Human-Computer Communications Society / ACM, (2019)Exploring the Effects of Precision Livestock Farming Notification Mechanisms on Canadian Dairy Farmers., and . SmartCity360°, volume 442 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 247-266. Springer, (2021)The NICE discussion room: integrating paper and digital media to support co-located group meetings., , , , , , , , and . CHI, page 609-618. ACM, (2010)Group vs Individual: Impact of TOUCH and TILT Cross-Device Interactions on Mixed-Focus Collaboration., , , and . CHI, page 73. ACM, (2018)Investigating communication and social practices in real-time strategy games: are in-game tools sufficient to support the overall gaming experience?, , and . Graphics Interface, page 215-222. Canadian Human-Computer Communications Society, (2011)Supporting Situation Awareness in Collaborative Tabletop Systems with Automation., , and . ITS, page 185-194. ACM, (2014)Avoiding interference: how people use spatial separation and partitioning in SDG workspaces., , , and . CSCW, page 252-261. ACM, (2004)"beam me 'round, Scotty!": exploring the effect of interdependence in asymmetric cooperative games., , and . CHI PLAY, page 417-418. ACM, (2014)