Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Dealing with mobility: understanding access anytime, anywhere
ACM Transactions on Computer-Human Interaction (TOCHI)
Revisiting the visit:: understanding how technology can shape the museum visit
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Creating assemblies:: aboard the Ghost Ship
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Creating Experiences with Wearable Computing
IEEE Pervasive Computing
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lessons from the lighthouse: collaboration in a shared mixed reality system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 13th annual ACM international conference on Multimedia
Using a mobile phone as a "Wii-like" controller for playing games on a large public display
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Flashlight jigsaw: an exploratory study of an ad-hoc multi-player game on public displays
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Design for EmergenceCollaborative Social Play with Online and Location-Based Media
Proceedings of the 2007 conference on Design for Emergence: Collaborative Social Play with Online and Location-Based Media
Social and privacy aspects of a system for collaborative public expression
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
MobiComics: collaborative use of mobile phones and large displays for public expression
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Hi-index | 0.00 |
In this article we describe a week-long public field trial called Schminky. On the basis of findings from the trial we consider the design implications for spontaneous, networked, sound-based games. The venue for the trial was a cafe in a digital media center. The article reflects on the role of place and the notion of embedded histories.