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Engaging occupants in conservation efforts is a key part of reducing our ecological footprint. To this end, we have developed the Aware Living Interface System (ALIS), an integrat...
The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeav...
Coordinating goals, schedules, and tasks among collaborators is difficult, and made even more so when there are disciplinary, geographic and institutional boundaries that must be ...
Saeko Nomura, Jeremy P. Birnholtz, Oya Rieger, Gil...
Recent techniques show the benefits of attaching communitygenerated knowledge to artifacts in an information space and presenting it to subsequent readers. We argue that such know...
The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters ...
In this paper, we seek to shed light on how communication networks in geographically distributed projects evolve in order to address the limits of the modular design strategy. We ...
During the last few years, there have been debates over what is context and how computers should act upon it. Two disparate camps of thought can be recognized. First, Realism, hav...
Edward Ihnatowicz (1926-1988) built one of the world’s first computer-controlled robotic sculptures, The Senster, in 196870. Rather than concentrate entirely on this groundbreak...
This paper illustrates our preliminary studies of new interactive tools that support the generation of sequential art for entertainment, learning and scientific discourse. In the ...
Duncan Rowland, Dan Porter, Mel Gibson, Kevin Walk...
In this paper, we present the design process for developing a technology to support therapists for children with autism. To learn about the domain for which we were designing, one...