Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Improving electronic guidebook interfaces using a task-oriented design approach
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Temporal links: recording and replaying virtual environments
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
HIPS: Hyper-Interaction within Physical Space
ICMCS '99 Proceedings of the 1999 IEEE International Conference on Multimedia Computing and Systems - Volume 02
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Citywide: Supporting Interactive Digital Experiences Across Physical Space
Personal and Ubiquitous Computing
Designing mobile technologies to support co-present collaboration
Personal and Ubiquitous Computing
The augurscope: refining its design
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Exploiting real world knowledge in ubiquitous applications
Personal and Ubiquitous Computing
Memory fragments of the industrial landscape
Proceedings of the 28th Annual European Conference on Cognitive Ergonomics
Filtering location-based information using visibility
LoCA'05 Proceedings of the First international conference on Location- and Context-Awareness
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We describe an application in which museum visitors hunt for virtual history outdoors, capture it, and bring it back indoors for detailed inspection. This application provides visitors with ubiquitous access to a parallel virtual world as they move through an extended physical space. Diverse devices, including mobile wireless interfaces for locating hotspots of virtual activity outdoors, provide radically different experiences of the virtual depending upon location, task, and available equipment. Initial reflections suggest that the physical design of such devices needs careful attention so as to encourage an appropriate style of use. We also consider the extension of our experience to support enacted scenes. Finally, we discuss potential benefits of using diverse devices to make a shared underlying virtual world ubiquitously available throughout physical space.