Abstract: Social virtual worlds such as Second Life are digital representations of the real world where human-controlled avatars evolve and interact through social activities. Unde...
This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigatio...
Audio guides are a common way to provide museum visitors with an opportunity for personalized, self-paced information retrieval. However, this personalization conflicts with some ...
Florian Heller, Thomas Knott, Malte Weiss, Jan Bor...
We present an empirical study of the effect of a computer agent designed to engage a user in a persuasive counseling dialogue on attitudes towards regular exercise. We used two ma...
In this paper, we present Wi-swing, a case study approach in designing a networked playground for children located in a public garden. The approach adopted in the case study is ba...