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Publication search results
found 25 matches
- 2021
- Francesca Berti, Nicola Gasperini:
The city at play: The case of S'cianco game in Verona and the origin of Tocatì - International Street Games Festival. MindTrek 2021: 33-40 - Ferran Altarriba Bertran, Jared Duval, Laura Bisbe Armengol, Ivy Chen, Victor Dong, Binaisha Dastoor, Adrià Altarriba Bertran, Katherine Isbister:
A Catalog of Speculative Playful Urban Technology Ideas: Exploring the Playful Potential of Smart Cities. MindTrek 2021: 60-71 - Elizabeth Bouquet, Ville Mäkelä, Albrecht Schmidt:
Exploring the Design of Companions in Video Games. MindTrek 2021: 145-153 - Alisa Burova, Hanna Heinonen, Paulina Becerril Palma, Tuuli Keskinen, Jaakko Hakulinen, Viveka Opas, John Mäkelä, Kimmo Ronkainen, Sanni Siltanen, Roope Raisamo, Markku Turunen:
Toward Efficient Academia-Industry Collaboration: A Case Study of Joint VR System Development. MindTrek 2021: 176-185 - Alisa Burova, Larisa Leisiö, Sumita Sharma, Biju Thankachan, Markku Turunen:
Technology Inclusion via Endangered Language Learning Application: An Explorative Case Study with Remote Nganasan Community. MindTrek 2021: 21-32 - Oguz Turan Buruk, Juho Hamari:
Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone. MindTrek 2021: 165-175 - Mariana L. de Carvalho, Thomas Olsson, Joel Kiskola:
Exploration of user interface mechanisms with affect labeling to enhance online discussion. MindTrek 2021: 210-220 - Donald Degraen, Marc Schubhan, Maximilian Altmeyer, Antonio Krüger:
Hakoniwa: Enhancing Physical Gamification using Miniature Garden Elements. MindTrek 2021: 117-127 - Fiona French, Ilyena Hirskyj-Douglas, Heli Väätäjä, Patricia Pons, Sabrina Karl, Yoram Chisik, Eleonora Nannoni, Anna Zamansky, Mandeep Mangat, Patrizia Paci, Haruka Kasuga, Dana Vilker:
Ethics and Power Dynamics in Playful Technology for Animals: Using speculative design to provoke reflection. MindTrek 2021: 91-101 - Flora Gatti, Fortuna Procentese, Robb Mitchell:
Prospettive di Connessioni Urbane∗: a case study about using Instagram to keep in touch with urban places in Naples (Italy) during COVID-19 pandemic. MindTrek 2021: 41-48 - Sergei Glotov:
Intercultural Film Education Online. MindTrek 2021: 5-11 - Georgina Guillen, Henrietta Jylhä, Lobna Hassan:
The Role Sound Plays in Games: : A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research. MindTrek 2021: 12-20 - Satu Jumisko-Pyykkö, Teemu Viita-aho, Eero Tiilikainen, Esa Saarinen:
Towards Systems Intelligent Approach in Empathic Design. MindTrek 2021: 197-209 - Raphael Kim, Larissa Pschetz, Conor Linehan, Chang Hee Lee, Stefan Poslad:
Archives in DNA: Workshop Exploring Implications of an Emerging Bio-Digital Technology through Design Fiction. MindTrek 2021: 102-105 - Marianne Kinnula, Netta Iivari, Sumita Sharma, Grace Eden, Markku Turunen, Krishnashree Achuthan, Prema Nedungadi, Tero Avellan, Biju Thankachan, Rucha Tulaskar:
Researchers' Toolbox for the Future: Understanding and Designing Accessible and Inclusive Artificial Intelligence (AIAI). MindTrek 2021: 1-4 - Annakaisa Kultima, Laura Piispanen, Miikka Junnila:
Quantum Game Jam - Making Games with Quantum Physicists. MindTrek 2021: 134-144 - Florian Mathis, Kami Vaniea, Mohamed Khamis:
Observing Virtual Avatars: The Impact of Avatars' Fidelity on Identifying Interactions. MindTrek 2021: 154-164 - Renee Noortman, Mathias Funk, Kristina Andersen, Berry Eggen:
What Would Margaret Atwood Do? Designing for Ustopia in HCI. MindTrek 2021: 72-80 - Adam Palmquist:
'Gamification was not the problem': A case study exploring factors affect teachers approvement of gamification. MindTrek 2021: 106-116 - Tuure Saloheimo, Maximus Kaos, Pia Fricker, Perttu Hämäläinen:
Automatic Recognition of Playful Physical Activity Opportunities of the Urban Environment. MindTrek 2021: 49-59 - Antti Salovaara, Matti Nelimarkka, Kai Kuikkaniemi, Giulio Jacucci:
Augmenting the Performer-Audience Live Participation in Professional Event Productions. MindTrek 2021: 186-196 - Isaac Vaghefi:
Sustaining Abstinence from Social Media: Results from a Seven-Day Facebook Break: Social Media Abstinence. MindTrek 2021: 221-229 - Eetu Wallius, Ana Carolina Tomé Klock, Vilhelmiina Eronen, Juho Hamari:
Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organization. MindTrek 2021: 128-133 - Asim Evren Yantaç, Ali Vatansever, Tevfik Omaç, Ilker Kayi, Kemal Kuscu:
WorldBuilding and Mandala as a Tool for Co-Speculating on the Healthcare Domain in 2050. MindTrek 2021: 81-90 - Mindtrek '21: Academic Mindtrek 2021, Virtual EVent / Tampere, Finland, June 1-3, 2021. ACM 2021, ISBN 978-1-4503-8514-5 [contents]
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