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» Playing in a Virtual World: Exploration and Aspects of Play
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TEI
2010
ACM
170views Hardware» more  TEI 2010»
14 years 2 months ago
Swing that thing: moving to move
Swing That Thing… is a practice-based doctoral research project that examines how technology in on and around the body might be used to poeticise experience. Outcomes include a ...
Danielle Wilde
IIE
2007
120views more  IIE 2007»
13 years 7 months ago
Words are Silver, Mouse-Clicks are Gold? (or how to optimize the level of language formalization of young students in a Logo-bas
How do we teach children to express and communicate ideas in a formal and informal mode? What type of language do they need in a concrete context? How should they determine a prope...
Evgenia Sendova, Toni Chehlarova, Pavel Boytchev
CHI
2006
ACM
14 years 8 months ago
Exploring user experience in "blended reality": moving interactions out of the screen
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...
David F. Huynh, Yan Xu, Shuo Wang
CANDC
2005
ACM
13 years 9 months ago
Causality and virtual reality art
In this paper, we discuss how a cognitive concept, causality, can be used for the conceptual underpinning of Virtual Reality Art installations. Causality plays an important role i...
Marc Cavazza, Jean-Luc Lugrin, Sean Crooks, Alok N...
ACMACE
2005
ACM
14 years 1 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,...