Search

Your search keyword '"Polson, Debra"' showing total 69 results

Search Constraints

Start Over You searched for: Author "Polson, Debra" Remove constraint Author: "Polson, Debra"
69 results on '"Polson, Debra"'

Search Results

1. Apps, avatars, and robots: The future of mental healthcare

3. Detecting opportunities and challenges for Australian rural industries: Final report - February, 2018 (Publication No. 18/009)

4. Horizon scan 4: November, 2017 (Publication No. 18/008)

5. Decoding the Marvel Cinematic Universe. An interactive data visualisation tool for exploring categories and connections between films, characters, artefacts and attributes

6. Virtual mannequins: Demonstrating the future of retail experiences

7. The Virtual Fashion Studio - An experiment in design innovation and future retail experiences

8. The Marvel cinematic universe mixed reality mobile experience

9. A scenario-based data simulator: Supporting weed management decisions for cotton farmers

10. A cognitive decision tool to optimise integrated weed management

11. ScuttleBot Mayhem: Robots, sensors and collaborative play

12. Horizon scan 3: July, 2017 (Publication No. 17-049)

13. Horizon scan 2: April, 2017 (Publication No. 17/033)

14. Horizon scan 1: Consumer Preferences: November, 2016

15. Future fruit simulator and 3D food printer

16. The museum of colliding dimensions

17. Reimagining the future of C&K through design thinking

18. Hybrid story worlds: Australia's First International Virtual Reality Festival

19. 'Blind faith'. An experiment with narrative agency in game design

20. Towards an intelligent learning system for the natural born cyborg

21. The 10% rule. Maximising learning through collaborative game design

22. How can we exploit mobile data to customise learning based on a student’s environmental surroundings?

23. STAC living. Promoting efficient multi-residential buildings in subtropical climates.

24. Measuring online user engagement: the limitations of Web analytics

25. Transmedia practice: A collective approach

26. Mobile learning, social learning

27. The Cube: A very large-scale interactive engagement space

28. The multi-platform user engagement and data visualisation tool

29. The SCOOT experience : games in place : collaborative interventions in socio-spatial practices

30. Street reads - Creating mobile walking events

31. The ECOS Project: An interactive simulation to promote an ECO-friendly universe

32. The ECOS green buildings project: Data dramatization, visualization and manipulation

33. The ZomPoc Project: A large scale mixed reality event

34. The 10% rule: Maximising learning through collaborative game design

35. MiLK: students building mobile learning games in everyday places

36. The figmentum project: Appropriating information and communication technologies to animate our urban fabric

37. Alternate reality games and education innovation

38. Farm It Right. Sustainable Farming Simulation

39. Milk

40. MiLK: Transforming everyday places into dynamic learning spaces with mobile and web technologies

41. Making the most of MiLK : harnessing the contemporary culture and interests of natural born cyborg

42. Location-based games : transforming everyday environments into dynamic learning spaces

43. Inventing future schools

44. The cube

45. Cipher Cities

46. Lesser-known worlds : bridging the telematic flows with located human experience through game design

47. MILK : the Mobile Informal Learning Kit. Collaborating to design successful mobile learning applications

48. Cipher cities : effective user interface design for building a digital social network around location-based gaming

49. Now everything looks like a game : Mobile phones and location-based games.

50. SCOOT CBN

Catalog

Books, media, physical & digital resources