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In Harmony: Making a Wearable Musical Instrument as a Case Study of using Boundary Objects in an Interdisciplinary Collaborative Design Process.

, , , , , и . Conference on Designing Interactive Systems, стр. 369-378. ACM, (2017)

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Designer's augmented reality toolkit, ten years later: implications for new media authoring tools., и . UIST, стр. 627-636. ACM, (2014)Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences., , , , , и . FDG, Society for the Advancement of the Science of Digital Games, (2015)Wearable Technology Design and Accessibility Considerations Studio., , , и . TEI, стр. 52:1-52:2. ACM, (2022)The Evolution of the Argon Web Framework Through Its Use Creating Cultural Heritage and Community-Based Augmented Reality Applications., , , , , , , , , и 3 other автор(ы). HCI (3), том 9171 из Lecture Notes in Computer Science, стр. 112-124. Springer, (2015)Usability an Important Goal for the Design of Therapeutic Games for Older Adults., , , , и . HCI (17), том 8020 из Lecture Notes in Computer Science, стр. 358-364. Springer, (2013)Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers., , , , , и . Comput. Hum. Behav., 29 (4): 1302-1306 (2013)Multiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces., , , , , и . HCI (13), том 5622 из Lecture Notes in Computer Science, стр. 235-243. Springer, (2009)Know before you go: feelings of flow for older players depends on game and player characteristics., , , , и . CHI PLAY, стр. 277-286. ACM, (2014)Program chairs., , и . ISMAR, стр. 1-4. IEEE Computer Society, (2013)Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment., , , , , , , , и . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)