Design and evaluation of a social and embodied multiplayer reading game to engage primary school learners in Namibia. | 0 | 0.34 | 2022 |
Towards a Smart and Socialised Augmented Reality | 0 | 0.34 | 2020 |
Crocodile Language Friend: Tangibles to Foster Children's Language Use | 0 | 0.34 | 2020 |
Designing in the Network of Relations for Species Conservation: The Playful Tingtibi Community Birdhouse | 0 | 0.34 | 2020 |
Coding on Country | 0 | 0.34 | 2020 |
An Oldy's Lament: Poem of Resistance and Resilience of the 'Othered' in Technology Colonisation | 0 | 0.34 | 2020 |
The Adventures of Older Authors - Exploring Futures through Co-Design Fictions. | 0 | 0.34 | 2019 |
Exploring Uses of Augmented Reality in Participatory Marketing. | 0 | 0.34 | 2019 |
Older People Inventing their Personal Internet of Things with the IoT Un-Kit Experience. | 0 | 0.34 | 2019 |
The Stories People Tell About The Home Through IoT Toolkits | 0 | 0.34 | 2019 |
Designing the Past. | 0 | 0.34 | 2019 |
Internet of Tangible Things: Workshop on Tangible Interaction with the Internet of Things. | 0 | 0.34 | 2018 |
“Debrief O'Clock”: Planning, Recording, and Making Sense of a Day in the Field in Design Research | 2 | 0.36 | 2018 |
Child Designers Creating Personas To Diversify Design Perspectives And Concepts For Their Own Technology Enhanced Library | 1 | 0.35 | 2018 |
The Ambient Birdhouse: An IoT Device to Discover Birds and Engage with Nature. | 0 | 0.34 | 2018 |
Technology Individuation: The Foibles of Augmented Everyday Objects. | 6 | 0.47 | 2017 |
Cooking Together at a Distance: Sustain Connectedness for Long Distance Families. | 2 | 0.41 | 2017 |
Designing the Social Internet of Things. | 0 | 0.34 | 2017 |
Make and connect: enabling people to connect through their things. | 0 | 0.34 | 2017 |
Situational When: Designing for Time Across Cultures. | 2 | 0.36 | 2017 |
Minding the Gap: Reconciling Human and Technical Perspectives on the IoT for Healthy Ageing. | 3 | 0.49 | 2017 |
Designing For Cross-Cultural Perspectives of Time. | 1 | 0.36 | 2016 |
Cross-Cultural Dialogical Probes. | 3 | 0.39 | 2016 |
Designing evaluation beyond evaluating design: measuring success in cross-cultural projects. | 1 | 0.35 | 2016 |
Towards an Analysis Framework of Technology Habituation by Older Users. | 6 | 0.50 | 2016 |
A Noticeboard in \"Both Worlds\" Unsurprising Interfaces Supporting Easy Bi-Cultural Content Publication | 4 | 0.43 | 2015 |
The Messaging Kettle: Prototyping Connection over a Distance between Adult Children and Older Parents | 11 | 0.62 | 2015 |
The Internet of Playful Things | 0 | 0.34 | 2015 |
Bi-Cultural Content Publication on a Digital Noticeboard: a Design and Cultural Differences Case Study. | 6 | 0.44 | 2015 |
Using Augmented Video to Test In-Car User Experiences of Context Analog HUDs | 3 | 0.43 | 2014 |
A multi-touch notice board fostering social interaction | 0 | 0.34 | 2013 |
Evaluation of Trippple: a field analysis | 0 | 0.34 | 2012 |
Evaluation of user gestures in multi-touch interaction: a case study in pair-programming | 5 | 0.47 | 2011 |
Improving FTIR based multi-touch sensors with IR shadow tracking | 3 | 0.52 | 2011 |
Natural exploration of 3D models | 3 | 0.49 | 2011 |
XPlaces: An Open Framework to Support the Digital Living at Home. | 3 | 0.48 | 2010 |
Natural Interaction and Computer Graphics Applications | 2 | 0.42 | 2010 |
Interactive calibration of a multi-projector system in a video-wall multi-touch environment. | 3 | 0.78 | 2010 |
Natural exploration of multimedia contents | 1 | 0.41 | 2009 |
Multitouch Sensing For Collaborative Interactive Walls | 1 | 0.36 | 2008 |
WebRogue: rendezvous in a web place | 1 | 0.37 | 2007 |
A Collaborative, Semantic and Context Aware Search Engine | 1 | 0.39 | 2007 |
Range-capable Distributed Hash Tables | 2 | 0.40 | 2006 |
WebRogue: virtual presence in web sites | 0 | 0.34 | 2005 |
E-MATE: An Open Architecture to Support Mobility of Users | 3 | 0.55 | 2002 |