A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activi...
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...
Kirsten Boehner, Jennifer Thom-Santelli, Angela Zo...
How is interacting with computer programs different from interacting with people? One answer in the literature is that these two types of interactions are similar. The present stu...
So far, the search for Opportunistic Network (ON) applications has focused on urban/rural scenarios where the combined use of mobility and the store-carry-and-forward paradigm hel...
Computer models can be used to investigate the role of emotion in learning. Here we present EARL, our framework for the systematic study of the relation between emotion, adaptation...