Communications of the ACM - Special issue on analysis and modeling in software development
interactions
A Pattern Approach to Interaction Design
A Pattern Approach to Interaction Design
A Pattern Language for Web Usability
A Pattern Language for Web Usability
On the Epipolar Geometry of the Crossed-Slits Projection
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
Cultural probes and the value of uncertainty
interactions - Funology
Place, sense of place, and presence
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Urban mixed realities: technologies, theories and frontiers
CHI '08 Extended Abstracts on Human Factors in Computing Systems
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Guidelines for designing augmented reality games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
Worlds of information: designing for engagement at a public multi-touch display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using presence to evaluate an augmented reality location aware game
Personal and Ubiquitous Computing
Proceedings of the Designing Interactive Systems Conference
Interacting with Computers
Evaluating Mobile Applications in Virtual Environments: A Survey
International Journal of Mobile Human Computer Interaction
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This paper describes the design, application, and refinement of a qualitative tool designed to study sense of place. The Place Probe incorporates a range of stimuli and techniques aimed at articulating a person's sense of place. It has been developed, used, and undergone three revisions. The paper describes the background to the choice of measures that were included in the Place Probe and describes its application in both a physical place and a virtual representation of that place. This enables a comparison of the experiences. An analysis of the results reveals a similarity of reported experience, however the extremes experienced in the physical place were less pronounced in the virtual representation. The Place Probe has been refined in light of the results of the empirical work and now incorporates both qualitative and quantitative data on the experience of place.