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ACMDIS
2006
ACM
16 years 1 months ago
An empirical framework for designing social products
Designers generally agree that understanding the context of use is important in designing products. However, technologically advanced products such as personal robots engender com...
Bilge Mutlu
NORDICHI
2006
ACM
16 years 1 months ago
Real life experiences with experience design
Experience Design is an emergent field of study, and various approaches to the field abound. In this paper, we take a pragmatic approach to identifying key aspects of an experienc...
Peter Dalsgård, Kim Halskov
CHI
2003
ACM
16 years 14 days ago
Cell phone communication and driver visual behavior: the impact of cognitive distraction
With the advent of new technology in vehicles, drivers can access information in many different forms (email, address books, Web pages) and from many information sources (cell pho...
Patricia Trbovich, Joanne L. Harbluk
ACMACE
2007
ACM
15 years 11 months ago
IGameFloor: a platform for co-located collaborative games
This paper introduces a novel interactive floor platform for social games and entertainment involving multiple colocated users in a collaborative game environment. The interactive...
Kaj Grønbæk, Ole Sejer Iversen, Karen...
PUC
2007
156views more  PUC 2007»
15 years 6 months ago
Collaborative capturing, interpreting, and sharing of experiences
This paper proposes a notion of interaction corpus, a captured collection of human behaviors and interactions among humans and artifacts. Digital multimedia and ubiquitous sensor t...
Yasuyuki Sumi, Sadanori Ito, Tetsuya Matsuguchi, S...