Audio augmented reality: a prototype automated tour guide
CHI '95 Conference Companion on Human Factors in Computing Systems
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
Cyberguide: a mobile context-aware tour guide
Wireless Networks - Special issue: mobile computing and networking: selected papers from MobiCom '96
Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference 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
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Modelling and Adapting to Context
Personal and Ubiquitous Computing
Lessons from the lighthouse: collaboration in a shared mixed reality system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DART: a toolkit for rapid design exploration of augmented reality experiences
Proceedings of the 17th annual ACM symposium on User interface software and technology
Wizard of Oz interfaces for mixed reality applications
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Wizard of Oz Support throughout an Iterative Design Process
IEEE Pervasive Computing
Prototyping and sampling experience to evaluate ubiquitous computing privacy in the real world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design and evaluation of a virtual mobile time machine in education
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Multi-user interaction in virtual audio spaces
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists
Pervasive '08 Proceedings of the 6th International Conference on Pervasive Computing
Technical Section: Annotation in outdoor augmented reality
Computers and Graphics
Passing on & putting to rest: understanding bereavement in the context of interactive technologies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MoPeDT: features and evaluation of a user-centred prototyping tool
Proceedings of the 2nd ACM SIGCHI symposium on Engineering interactive computing systems
"We will never forget you [online]": an empirical investigation of post-mortem myspace comments
Proceedings of the ACM 2011 conference on Computer supported cooperative work
A narrative architecture for story-driven location-based mobile games
ICWL'10 Proceedings of the 2010 international conference on New horizons in web-based learning
Lessons from touring a location-based experience
Pervasive'11 Proceedings of the 9th international conference on Pervasive computing
Personal and Ubiquitous Computing
iCam: precise at-a-distance interaction in the physical environment
PERVASIVE'06 Proceedings of the 4th international conference on Pervasive Computing
Re-connecting visual content to place in a mobile guide for the shrine of remembrance
EVA'10 Proceedings of the 2010 international conference on Electronic Visualisation and the Arts
Technologies of seeing the past: the Curzon memories App
EVA'11 Proceedings of the 2011 international conference on Electronic Visualisation and the Arts
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Audio stickies: visually-guided spatial audio annotations on a mobile augmented reality platform
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
Hi-index | 0.00 |
The Historic Oakland Cemetery in downtown Atlanta provides a unique setting for exploring the challenges of location-based mixed-reality experience design. Our objective is to entertain and educate visitors about historically and culturally significant events related to the deceased inhabitants of the cemetery. We worked with the constraints and affordances of the physical environment of the cemetery to design an audio-based dramatic experience. The dramatic narrative is realized through voice actors who play the parts of cemetery residents and tell stories about the time periods in which they lived. The experience provides navigation and linearity through a main narrator who guides visitors to various gravesites. While at each grave, the visitor can choose from several categories of content using a handheld controller. Formative evaluations conducted with users in the cemetery indicate strengths of the current experience and suggest ideas for continued development.