Designing Hybrid Gifts | 0 | 0.34 | 2020 |
The Performative Mirror Space. | 0 | 0.34 | 2019 |
Adaptive Architecture and Personal Data | 0 | 0.34 | 2019 |
From Artifacts to Architecture. | 3 | 0.59 | 2018 |
Come and Play: Interactive Theatre For Early Years. | 0 | 0.34 | 2018 |
Photo Screen: Shaping Perceptions of Residential Communities. | 0 | 0.34 | 2018 |
Reciprocal Control in Adaptive Environments. | 2 | 0.38 | 2017 |
"It's Not Yet A Gift": Understanding Digital Gifting. | 3 | 0.38 | 2017 |
People, Personal Data and the Built Environment. | 0 | 0.34 | 2017 |
Architects of information. | 2 | 0.42 | 2016 |
Adaptive architecture. | 0 | 0.34 | 2016 |
The immersive effect of adaptive architecture. | 1 | 0.37 | 2016 |
ExoPranayama: a biofeedback-driven actuated environment for supporting yoga breathing practices. | 3 | 0.40 | 2016 |
Creativity Greenhouse: At-a-distance collaboration and competition over research funding | 0 | 0.34 | 2016 |
Longitudinal, Cross-Site And "In The Wild": A Study Of Public Displays User Communities' Situated Snapshots | 0 | 0.34 | 2016 |
Capture the Moment: \"In the Wild\" Longitudinal Case Study of Situated Snapshots Captured Through an Urban Screen in a Community Setting | 16 | 0.59 | 2015 |
FugaciousFilm: Exploring Attentive Interaction with Ephemeral Material | 3 | 0.39 | 2015 |
Creativity Bento Box: A Physical Resource Pack To Support Interaction In Virtual Space | 0 | 0.34 | 2015 |
Evaluating a Public Display Installation with Game and Video to Raise Awareness of Attention Deficit Hyperactivity Disorder | 1 | 0.36 | 2015 |
Using adaptive architecture to support Yoga practices: Social considerations for design | 2 | 0.40 | 2014 |
From Snappy App to Screens in the Wild: Gamifying an Attention Deficit Hyperactivity Disorder Continuous Performance Test for Public Engagement and Awareness | 2 | 0.42 | 2014 |
Light-keypad interaction through coated double glazing | 0 | 0.34 | 2014 |
Screens in the Wild: Exploring the Potential of Networked Urban Screens for Communities and Culture | 2 | 0.46 | 2014 |
Interaction and architectural space | 0 | 0.34 | 2014 |
Exploring the effect of spatial layout on mediated urban interactions | 15 | 1.04 | 2013 |
Considering Communities, Diversity And The Production Of Locality In The Design Of Networked Urban Screens | 5 | 0.50 | 2013 |
Tension Space Analysis: Exploring Community Requirements For Networked Urban Screens | 16 | 0.85 | 2013 |
User Requirements for the Development of Smartphone Self-reporting Applications in Healthcare. | 2 | 0.42 | 2013 |
ExoBuilding: Physiologically Driven Adaptive Architecture | 22 | 1.16 | 2012 |
CamBlend: an object focused collaboration tool | 10 | 0.53 | 2012 |
ExoBuilding. | 0 | 0.34 | 2011 |
Personalizing the theme park: psychometric profiling and physiological monitoring | 4 | 0.39 | 2011 |
Recommending Rides: Psychometric Profiling in the Theme Park | 2 | 0.36 | 2010 |
ExoBuilding: breathing life into architecture | 10 | 0.79 | 2010 |
Supporting the creation of hybrid museum experiences | 14 | 0.67 | 2009 |
In support of city exploration | 15 | 0.62 | 2009 |
Performing thrill: designing telemetry systems and spectator interfaces for amusement rides | 41 | 2.23 | 2008 |
Augmenting amusement rides with telemetry | 7 | 0.77 | 2007 |
Moving office: inhabiting a dynamic building | 14 | 0.93 | 2006 |
The augurscope: refining its design | 6 | 0.57 | 2006 |
Expected, sensed, and desired: A framework for designing sensing-based interaction | 73 | 5.59 | 2005 |
The Iterative Design Process of a Location-Aware Device for Group Use | 2 | 0.41 | 2004 |
Citywide: Supporting Interactive Digital Experiences Across Physical Space | 14 | 1.27 | 2002 |
Orchestrating a mixed reality performance | 41 | 13.86 | 2001 |
Unearthing Virtual History: Using Diverse Interfaces to Reveal Hidden Virtual Worlds | 11 | 1.55 | 2001 |
Experiencing a presentation through a mixed reality boundary | 2 | 0.45 | 2001 |
The visitor as virtual archaeologist: explorations in mixed reality technology to enhance educational and social interaction in the museum | 30 | 1.76 | 2001 |
Developing mixed reality boundaries | 4 | 0.62 | 2000 |
Traversable interfaces between real and virtual worlds | 32 | 8.39 | 2000 |