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Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp.

, , , , , , , , and . Interacting with Computers, 24 (4): 317-325 (2012)

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Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp., , , , , , , , and . Interacting with Computers, 24 (4): 317-325 (2012)Implementing MR-based Interaction Techniques for Manipulating 2D Visualizations in 3D Information Space., , and . ISMAR, page 268-269. IEEE Computer Society, (2004)Playing on AREEF: evaluation of an underwater augmented reality game for kids., , and . MobileHCI, page 330-340. ACM, (2016)Smartglasses in the Sterile Supply Process., , , and . Mensch & Computer, page 859-861. GI / ACM, (2019)Socio-technical Challenges in the Digital Gap between Building Information Modeling and Industry 4.0., , , , , and . STPIS@CAiSE, volume 1854 of CEUR Workshop Proceedings, page 33-46. CEUR-WS.org, (2017)Proposal for the 4th Workshop on Mobile Gaming, Mobile Life - Interweaving the Virtual and the Real., , , and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 549-552. Springer, (2012)Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created content., , and . FDG, page 238-241. ACM, (2012)Ubikequitous computing: designing interactive experiences for cyclists., , , , , , , and . Mobile HCI, ACM, (2009)Beyond HCI and CSCW: Challenges and Useful Practices Towards a Human-Centred Vision of AI and IA., , , , and . HTTF, page 37:1-37:5. ACM, (2019)Introduction to this Special Issue on Smart Glasses., and . i-com, 15 (2): 123-132 (2016)