Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Designing multimedia environments for children: computers, creativity, and kids
Designing multimedia environments for children: computers, creativity, and kids
Bridging strategies for VR-based learning
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
When technology does not serve children
ACM SIGCHI Bulletin - a supplement to interactions
Understanding Virtual Reality: Interface, Application, and Design
Understanding Virtual Reality: Interface, Application, and Design
Reviving the past: cultural heritage meets virtual reality
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Understanding entertainment: story and gameplay are one
The human-computer interaction handbook
Evaluating computer game concepts with children
Proceedings of the 2004 conference on Interaction design and children: building a community
Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The CTI framework: informing the design of tangible systems for children
Proceedings of the 1st international conference on Tangible and embedded interaction
Playing with the sound maker: do embodied metaphors help children learn?
IDC '08 Proceedings of the 7th international conference on Interaction design and children
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Engaging children born in the digital age with traditional culture practices is a pedagogical and a technological challenge. In this paper we describe Ilha Musical, an interactive panoramic experience designed to foster appreciation of traditional Madeiran cultural practices in children from the island and abroad. The design employs a rhythm game in which children engage in traditional folk music and song while being exposed to visuals of the landscape, architecture, dance and other cultural motifs. We conclude with an eye tracking and scene analysis showing the success of the game in using competition and cooperation as a means of engaging the children with each other as well as with the narrative, the physical display and interface elements.