Context-Aware Computing: A Test Case
UbiComp '02 Proceedings of the 4th international conference on Ubiquitous Computing
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
FIASCO: game interface for location-based play
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Beyond just the facts: transforming the museum learning experience
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Engaging constable: revealing art with new technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ArtLinks: fostering social awareness and reflection in museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A tag in the hand: supporting semantic, social, and spatial navigation in museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile Social Service Design for Large-Scale Exhibition
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
What do you know?: experts, novices and territoriality in collaborative systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CiVicinity events: pairing geolocation tools with a community calendar
Proceedings of the 3rd International Conference on Computing for Geospatial Research and Applications
WeCurate: multiuser museum interactives for shared cultural experiences
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Personalization and social awareness, important aspects in the definition of a place, are traditionally overlooked in the design of technology for museums. We describe Imprints, a system to enhance the role of visitor participation beyond information receiver to active creator of sense of place. Overall response to the Imprints system is explored through interviews and log analysis of use. Despite some usability issues, response to the system was positive, and it was appropriated for both personalization and awareness of others. The results suggest an opportunity to introduce technology that plays with the dynamic between private expression and public presence in the traditional environment of the art museum.