Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
Can a set of articulated and tested methodologies be created whose endpoint is the reliable capacity for taking activist social themes into account? In this paper we explore a var...
We present a test-bed platform for the iterative design of multimodal games on a mobile phone or a PDA. While our test-bed platform is general to multimodal systems, in this paper ...
Marcello Coiana, Alex Conconi, Laurence Nigay, Mic...
In this paper we reflect on our experiences in developing PANORAMA, a playful application meant to promote and support social awareness in a work environment, through art-inspire...
We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hyb...
Ron Wakkary, Marek Hatala, Kevin Muise, Karen Tane...