Sotto voce: exploring the interplay of conversation and mobile audio spaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ontology-Based User Modeling in an Augmented Audio Reality System for Museums
User Modeling and User-Adapted Interaction
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
Creating cognitive tutors for collaborative learning: steps toward realization
User Modeling and User-Adapted Interaction
The impact of learning styles on student grouping for collaborative learning: a case study
User Modeling and User-Adapted Interaction
Coalescing individual and collaborative learning to model user linguistic competences
User Modeling and User-Adapted Interaction
Modeling individual and collaborative problem-solving in medical problem-based learning
User Modeling and User-Adapted Interaction
SAS for Mixed Models, Second Edition
SAS for Mixed Models, Second Edition
Situated play in a tangible interface and adaptive audio museum guide
Personal and Ubiquitous Computing
Proceedings of the 9th international conference on Human computer interaction with mobile devices and services
Kurio: a museum guide for families
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
User perceptions of adaptivity in an interactive narrative
UMAP'11 Proceedings of the 19th international conference on User modeling, adaption, and personalization
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This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and interaction, accessible via tangible user interfaces. Families engage in an educational game where family members are assigned individual challenges and their progress is monitored and coordinated by the family member with a PDA. After each round of challenges, the family returns to a tabletop display to review their progress. In this paper we present the overall evaluation result of Kurio and, using the model discovery approach, we determine which experience structuring factors have a substantial influence on the learning experience.