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Designing for the opportunities and risks of staging digital experiences in public settings.

, , , , , , and . CHI, page 427-436. ACM, (2006)

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Computational Models of Emotion, Personality, and Social Relationships for Interactions in Games: (Extended Abstract)., , , and . AAMAS, page 1343-1344. ACM, (2016)Can you see me now?, , , , , , , , and . ACM Trans. Comput.-Hum. Interact., 13 (1): 100-133 (2006)A case study of exploding places, a mobile location-based game., , , , , , , and . Advances in Computer Entertainment Technology, page 30. ACM, (2011)Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences., , and . PCI, page 278-281. ACM, (2018)Day of the Figurines: Supporting Episodic Storytelling on Mobile Phones., , , and . International Conference on Virtual Storytelling, volume 4871 of Lecture Notes in Computer Science, page 167-175. Springer, (2007)Ubikequitous computing: designing interactive experiences for cyclists., , , , , , , and . Mobile HCI, ACM, (2009)Less is more: classifying mobile interactions to support context sensing in journeys., , and . BCS HCI, page 8. British Computer Society, (2013)Majority report: Citizen empowerment through collaborative sensemaking., , , , , and . ISCRAM, ISCRAM Association, (2014)ERiSA: Building Emotionally Realistic Social Game-Agents Companions., , , and . IVA, volume 8637 of Lecture Notes in Computer Science, page 134-143. Springer, (2014)Performance-Led Research in the Wild., , , , , , , , , and 2 other author(s). ACM Trans. Comput.-Hum. Interact., 20 (3): 14:1-14:22 (2013)