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CHI
2006
ACM
14 years 9 months ago
Getting a grip on tangible interaction: a framework on physical space and social interaction
Our current understanding of human interaction with hybrid or augmented environments is very limited. Here we focus on `tangible interaction', denoting systems that rely on e...
Eva Hornecker, Jacob Buur
HICSS
2010
IEEE
215views Biometrics» more  HICSS 2010»
14 years 3 months ago
Investigating the Drivers of the Continuous Use of Social Virtual Worlds
Social virtual worlds (SVWs) have become increasingly important environments for social interaction, especially for the younger generations. For SVWs to be economically sustainabl...
Matti Mäntymäki, Jani Merikivi
COMPSAC
2008
IEEE
14 years 3 months ago
Implicit Social Network Model for Predicting and Tracking the Location of Faults
— In software testing and maintenance activities, the observed faults and bugs are reported in bug report managing systems (BRMS) for further analysis and repair. According to th...
Ing-Xiang Chen, Cheng-Zen Yang, Ting-Kun Lu, Hojun...
WETICE
2006
IEEE
14 years 2 months ago
Co-Presence Communities: Using Pervasive Computing to Support Weak Social Networks
Although the strongest social relationships feature most prominently in our lives, we also maintain a multitude of much weaker connections: the distant colleagues that we share a ...
Jamie Lawrence, Terry R. Payne, David De Roure
ACMACE
2005
ACM
14 years 2 months ago
SCORPIODROME: an exploration in mixed reality social gaming for children
This paper describes the design of SCORPIODROME a mixed reality game for groups of 3-4 children aged 11-14. SCORPIODROME is designed for social gaming; i.e., computer gaming that ...
Georgios Metaxas, Barbaros Metin, Jutta Schneider,...