110 results on '"Maribeth Gandy"'
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2. Wearable Technology Design and Accessibility Considerations Course.
3. YOU BETTA WERK: Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic Learning.
4. Wearable Technology Design and Accessibility Considerations Studio.
5. Teaching Video Game Design Accessibility: Toward Effective Pedagogic Interventions in Accessible Design.
6. Developing Design Frameworks and Applications for Future Technologies Through Video Game Representations.
7. Method in the madness: the design of games as valid and reliable scientific tools.
8. In Harmony: Making a Wearable Musical Instrument as a Case Study of using Boundary Objects in an Interdisciplinary Collaborative Design Process.
9. Designing AR Systems to Explore Point-of-View, Bias, and Trans-cultural Conflict.
10. Participatory Design of STEM Education AR Experiences for Heterogeneous Student Groups: Exploring Dimensions of Tangibility, Simulation, and Interaction.
11. Midtown Buzz: Bridging the Gap Between Concepts and Impact in a Civic Computing Initiative.
12. The Evolution of the Argon Web Framework Through Its Use Creating Cultural Heritage and Community-Based Augmented Reality Applications.
13. Accessibility in Serious Games for Adults Aging with Disability.
14. The Rhythm's Going to Get You: Music's Effects on Gameplay and Experience.
15. Accessibility in Serious Games for Adults Aging with Disability
16. The Effects of Augmented Reality Remapping on Individual Differences in Task Performance, Workload, and Error Frequency within ICU Nurses
17. Designer's augmented reality toolkit, ten years later: implications for new media authoring tools.
18. Know before you go: feelings of flow for older players depends on game and player characteristics.
19. List of contributors
20. Design of human centered augmented reality for managing chronic health conditions
21. Innovation and Wearable Computing: A Proposed Collaborative Policy Design Framework.
22. Program chairs.
23. Usability an Important Goal for the Design of Therapeutic Games for Older Adults.
24. Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment.
25. The Argon AR Web Browser and standards-based AR application environment.
26. Pre-patterns for designing embodied interactions in handheld augmented reality games.
27. The Design of an Interactive Stroke Rehabilitation Gaming System.
28. Mirror Worlds: Experimenting with Heterogeneous AR.
29. Experiences with an AR evaluation test bed: Presence, performance, and physiological measurement.
30. Rapidly Prototyping Marker Based Tangible User Interfaces.
31. Multiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces.
32. BragFish: exploring physical and social interaction in co-located handheld augmented reality games.
33. Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences.
34. AR Karaoke: Acting in Your Favorite Scenes.
35. Exploring spatial narratives and mixed reality experiences in Oakland Cemetery.
36. Wizard of Oz interfaces for mixed reality applications.
37. The Effects of Augmented Reality Remapping on Individual Differences in Task Performance, Workload, and Error Frequency within ICU Nurses
38. DART: a toolkit for rapid design exploration of augmented reality experiences.
39. Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers.
40. The Gesture Pendant: A Self-illuminating, Wearable, Infrared Computer Vision System for Home Automation Control and Medical Monitoring.
41. Wizard of Oz support throughout an iterative design process.
42. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design.
43. Universal Design: Lessons for Wearable Computing.
44. SUPPORTING AGING IN PLACE WITH MOBILITY IMPAIRMENTS THROUGH ANNOTATED TELEPRESENCE TECHNOLOGY
45. Guest Editor's Introduction to the Special Section on the International Symposium on Mixed and Augmented Reality 2013.
46. Fear of failure: gender differences in older adult gamers.
47. YOU BETTA WERK: Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic Learning
48. Virtual transparency: Introducing parallax view into video see-through AR.
49. KHARMA: An open KML/HTML architecture for mobile augmented reality applications.
50. Making Tracking Technology Accessible in a Rapid Prototyping Environment.
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