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CHI '95 Conference Companion on Human Factors in Computing Systems
Sotto voce: exploring the interplay of conversation and mobile audio spaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
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Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating Contextual Information for Wearable Computing
ISWC '02 Proceedings of the 6th IEEE International Symposium on Wearable Computers
Digital Storytelling: A Creator's Guide to Interactive Entertainment
Digital Storytelling: A Creator's Guide to Interactive Entertainment
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Learning on location with cinematic narratives
Proceedings of the 1st ACM workshop on Story representation, mechanism and context
History Unwired: mobile narrative in historic cities
Proceedings of the working conference on Advanced visual interfaces
Believable environments: generating interactive storytelling in vast location-based pervasive games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Everyware: The Dawning Age of Ubiquitous Computing
Everyware: The Dawning Age of Ubiquitous Computing
Collecting and Sharing Location-based Content on Mobile Phones in a Zoo Visitor Experience
Computer Supported Cooperative Work
Toward mobile entertainment: A paradigm for narrative-based audio only games
Science of Computer Programming
Performing thrill: designing telemetry systems and spectator interfaces for amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mediascapes: Context-Aware Multimedia Experiences
IEEE MultiMedia
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
Location-based storytelling in the urban environment
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Ubikequitous computing: designing interactive experiences for cyclists
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Action capture with accelerometers
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
I seek the nerves under your skin
Proceedings of the seventh ACM conference on Creativity and cognition
Unleashing creative writers: situated engagement with mobile narratives
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Narrative construction in a mobile tour guide
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
Design, implementation and evaluation of audio for a location aware augmented reality game
Proceedings of the 3rd International Conference on Fun and Games
The art of game design: a book of lenses
The art of game design: a book of lenses
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A consistent finding of research into mobile learning guides and outdoor learning games has been the value of audio as a medium of communication. This paper discusses the value of location-based and movement-sensitive audio for learning. Three types of audio learning experience are distinguished, based primarily upon differing levels of narrative cohesion: audio vignettes, movement-based guides and mobile narratives. An analysis of projects in these three areas has resulted in the formulation of guidelines for the design of audio experiences. A case study of a novel audio experience, called 'A Chaotic Encounter,' delivers an adaptive story based on the pattern of movements of the user.