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From Snark to Park: Lessons Learnt Moving Pervasive Experiences From Indoors to Outdoors.

, , , , , and . AUIC, volume 28 of CRPIT, page 39-48. Australian Computer Society, (2004)

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The role of iPads in pre-school children's mark making development., , and . Computers & Education, (2015)Let's get physical: The learning benefits of interacting in digitally augmented physical spaces., and . Computers & Education, 43 (1-2): 137-151 (2004)Walking Through an Exploded Star: Rendering Supernova Remnant Cassiopeia A into Virtual Reality., , , , , and . CoRR, (2018)Things aren't what they seem to be: innovation through technology inspiration., , , , , , , , , and 4 other author(s). Symposium on Designing Interactive Systems, page 373-378. ACM, (2002)From Snark to Park: Lessons Learnt Moving Pervasive Experiences From Indoors to Outdoors., , , , , and . AUIC, volume 28 of CRPIT, page 39-48. Australian Computer Society, (2004)Towards an integrated methodological framework for understanding embodiment in HCI., , and . CHI Extended Abstracts, page 1411-1416. ACM, (2014)Developing a pedagogical framework for designing a multisensory serious gaming environment., , and . MIE@ICMI, page 1-9. ACM, (2017)Tangibles for students with intellectual disabilities., and . IDC, page 371-374. ACM, (2012)What have you done! the role of 'interference' in tangible environments for supporting collaborative learning., and . CSCL (1), page 325-334. International Society of the Learning Sciences, (2009)A Framework for Conceptualising the Impact of Technology on Teaching and Learning., and . Educational Technology & Society, 10 (1): 16-27 (2007)