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	<title>CiteULike: plonsdale's library [64 articles]</title>
	<description>CiteULike: plonsdale's library [64 articles]</description>


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<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2105019">
    <title>Visual information foraging in a focus + context visualization</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2105019</link>
    <description>&lt;i&gt;(2001), pp. 506-513.&lt;/i&gt;</description>
    <dc:title>Visual information foraging in a focus + context visualization</dc:title>

    <dc:creator>Peter Pirolli</dc:creator>
    <dc:creator>Stuart Card</dc:creator>
    <dc:creator>Mija Van Der Wege</dc:creator>
    <dc:identifier>doi:10.1145/365024.365337</dc:identifier>
    <dc:source>(2001), pp. 506-513.</dc:source>
    <dc:date>2007-12-13T15:34:23-00:00</dc:date>
    <prism:publicationYear>2001</prism:publicationYear>
    <prism:startingPage>506</prism:startingPage>
    <prism:endingPage>513</prism:endingPage>
    <prism:publisher>ACM</prism:publisher>
    <prism:category>preattentiveinfo</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2177832">
    <title>Preattentive processing in vision</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2177832</link>
    <description>&lt;i&gt;Comput. Vision Graph. Image Process., Vol. 31, No. 2. (August 1985), pp. 156-177.&lt;/i&gt;</description>
    <dc:title>Preattentive processing in vision</dc:title>

    <dc:creator>Anne Treisman</dc:creator>
    <dc:identifier>doi:10.1016/S0734-189X(85)80004-9</dc:identifier>
    <dc:source>Comput. Vision Graph. Image Process., Vol. 31, No. 2. (August 1985), pp. 156-177.</dc:source>
    <dc:date>2007-12-28T17:33:20-00:00</dc:date>
    <prism:publicationYear>1985</prism:publicationYear>
    <prism:publicationName>Comput. Vision Graph. Image Process.</prism:publicationName>
    <prism:volume>31</prism:volume>
    <prism:number>2</prism:number>
    <prism:startingPage>156</prism:startingPage>
    <prism:endingPage>177</prism:endingPage>
    <prism:publisher>Academic Press Professional, Inc.</prism:publisher>
    <prism:category>preattentiveinfo</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2175367">
    <title>School Grounds as Sites for Learning: making the most of environmental opportunities</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2175367</link>
    <description>&lt;i&gt;pp. 283-303.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Drawing on the findings of an ARC funded project, &#039;Children&#039;s Environments and the Role of School Grounds for Enhancing Environmental Cognition&#039;, this paper explores the question: What is the role of school grounds as sites for teaching and learning? Observation and interview data for five Australian primary schools displayed large differences between schools in the types of play that 8- to 10-year-old children engaged in. In particular, play behaviours categorised as involving environmental cognition were not observed at all in one school, yet were the dominant play behaviour observed in another. The paper explores the relative importance of the school ground environment and the (outdoor) educational philosophy adopted by the school.</description>
    <dc:title>School Grounds as Sites for Learning: making the most of environmental opportunities</dc:title>

    <dc:creator>K Malone</dc:creator>
    <dc:source>pp. 283-303.</dc:source>
    <dc:date>2007-12-27T16:46:08-00:00</dc:date>
    <prism:startingPage>283</prism:startingPage>
    <prism:endingPage>303</prism:endingPage>
    <prism:category>children</prism:category>
    <prism:category>learning</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2175312">
    <title>Subliminal advertising and the psychology of processing unconscious stimuli: A review of research</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2175312</link>
    <description>&lt;i&gt;Psychology and Marketing, Vol. 11, No. 3. (1994), pp. 271-290.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This article reviews progress to date on research on the effects of subliminal stimulation on subject populations and potential applications to persuasive communications. Three areas of inquiry covered in the literature include psychological, physiological, and behavioral (choice) responses, the last of which is of particular interest to advertising and marketing specialists. The article identifies several fruitful areas for continued research and experimentation, especially in areas of social marketing research. © 1994 John Wiley &#38; Sons, Inc.</description>
    <dc:title>Subliminal advertising and the psychology of processing unconscious stimuli: A review of research</dc:title>

    <dc:creator>Kathryn Theus</dc:creator>
    <dc:identifier>doi:10.1002/mar.4220110306</dc:identifier>
    <dc:source>Psychology and Marketing, Vol. 11, No. 3. (1994), pp. 271-290.</dc:source>
    <dc:date>2007-12-27T16:13:09-00:00</dc:date>
    <prism:publicationYear>1994</prism:publicationYear>
    <prism:publicationName>Psychology and Marketing</prism:publicationName>
    <prism:volume>11</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>271</prism:startingPage>
    <prism:endingPage>290</prism:endingPage>
    <prism:category>preattentiveinfo</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2175308">
    <title>Artificial Grapheme-Color Synesthesia for Wearable Task Support</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2175308</link>
    <description>&lt;i&gt;&lt;/i&gt;</description>
    <dc:title>Artificial Grapheme-Color Synesthesia for Wearable Task Support</dc:title>

    <dc:date>2007-12-27T16:09:31-00:00</dc:date>
    <prism:category>preattentiveinfo</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2175017">
    <title>The memory glasses: subliminal vs. overt memory support with imperfect information The memory glasses: subliminal vs. overt memory support with imperfect information</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2175017</link>
    <description>&lt;i&gt;Wearable Computers, 2003. Proceedings. Seventh IEEE International Symposium on (2003), pp. 146-153.&lt;/i&gt;</description>
    <dc:title>The memory glasses: subliminal vs. overt memory support with imperfect information The memory glasses: subliminal vs. overt memory support with imperfect information</dc:title>

    <dc:creator>RW Devaul</dc:creator>
    <dc:creator>RW Devaul</dc:creator>
    <dc:creator>A Pentland</dc:creator>
    <dc:creator>A Pentland</dc:creator>
    <dc:creator>VR Corey</dc:creator>
    <dc:creator>VR Corey</dc:creator>
    <dc:source>Wearable Computers, 2003. Proceedings. Seventh IEEE International Symposium on (2003), pp. 146-153.</dc:source>
    <dc:date>2007-12-27T12:31:25-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:publicationName>Wearable Computers, 2003. Proceedings. Seventh IEEE International Symposium on</prism:publicationName>
    <prism:startingPage>146</prism:startingPage>
    <prism:endingPage>153</prism:endingPage>
    <prism:category>preattentiveinfo</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2155476">
    <title>On the design of Camelot, an outdoor game for children</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2155476</link>
    <description>&lt;i&gt;(2006), pp. 9-16.&lt;/i&gt;</description>
    <dc:title>On the design of Camelot, an outdoor game for children</dc:title>

    <dc:creator>Janneke Verhaegh</dc:creator>
    <dc:creator>Iris Soute</dc:creator>
    <dc:creator>Angelique Kessels</dc:creator>
    <dc:creator>Panos Markopoulos</dc:creator>
    <dc:identifier>doi:10.1145/1139073.1139082</dc:identifier>
    <dc:source>(2006), pp. 9-16.</dc:source>
    <dc:date>2007-12-21T12:40:11-00:00</dc:date>
    <prism:publicationYear>2006</prism:publicationYear>
    <prism:startingPage>9</prism:startingPage>
    <prism:endingPage>16</prism:endingPage>
    <prism:publisher>ACM</prism:publisher>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2155468">
    <title>Ubi-learning integrates indoor and outdoor experiences</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2155468</link>
    <description>&lt;i&gt;Commun. ACM, Vol. 48, No. 1. (January 2005), pp. 55-59.&lt;/i&gt;</description>
    <dc:title>Ubi-learning integrates indoor and outdoor experiences</dc:title>

    <dc:creator>Yvonne Rogers</dc:creator>
    <dc:creator>Sara Price</dc:creator>
    <dc:creator>Cliff Randell</dc:creator>
    <dc:creator>Danae Fraser</dc:creator>
    <dc:creator>Mark Weal</dc:creator>
    <dc:creator>Geraldine Fitzpatrick</dc:creator>
    <dc:identifier>doi:10.1145/1039539.1039570</dc:identifier>
    <dc:source>Commun. ACM, Vol. 48, No. 1. (January 2005), pp. 55-59.</dc:source>
    <dc:date>2007-12-21T12:37:48-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:publicationName>Commun. ACM</prism:publicationName>
    <prism:issn>0001-0782</prism:issn>
    <prism:volume>48</prism:volume>
    <prism:number>1</prism:number>
    <prism:startingPage>55</prism:startingPage>
    <prism:endingPage>59</prism:endingPage>
    <prism:publisher>ACM</prism:publisher>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/1265860">
    <title>Editorial: Play and learn: potentials of game-based learning</title>
    <link>http://www.citeulike.org/user/plonsdale/article/1265860</link>
    <description>&lt;i&gt;British Journal of Educational Technology, Vol. 38, No. 3. (May 2007), pp. 387-393.&lt;/i&gt;</description>
    <dc:title>Editorial: Play and learn: potentials of game-based learning</dc:title>

    <dc:creator>Pivec</dc:creator>
    <dc:creator>Maja</dc:creator>
    <dc:identifier>doi:10.1111/j.1467-8535.2007.00722.x</dc:identifier>
    <dc:source>British Journal of Educational Technology, Vol. 38, No. 3. (May 2007), pp. 387-393.</dc:source>
    <dc:date>2007-04-29T14:26:46-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:publicationName>British Journal of Educational Technology</prism:publicationName>
    <prism:issn>0007-1013</prism:issn>
    <prism:volume>38</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>387</prism:startingPage>
    <prism:endingPage>393</prism:endingPage>
    <prism:publisher>Blackwell Publishing</prism:publisher>
    <prism:category>games</prism:category>
    <prism:category>learning</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2151562">
    <title>Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2151562</link>
    <description>&lt;i&gt;Educational Technology Research and Development, Vol. 55, No. 3. (June 2007), pp. 253-273.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Abstract&#160;&#160;During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to present an analysis of how the structure in massively multiple online role-playing games (MMORPGs) might inform the design of interactive learning and game-based learning environments by looking at the elements which support intrinsic motivation. Specifically, this analysis presents (a) an overview of the two primary elements in MMORPGs game design: character design and narrative environment, (b) a discussion of intrinsic motivation in character role-playing, (c) a discussion of intrinsic motivational supports and cognitive support of the narrative structure of small quests, and (d) a discussion of how the narrative structure of MMORPGs might foster learning in various types of knowledge.</description>
    <dc:title>Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation</dc:title>

    <dc:creator>Michele Dickey</dc:creator>
    <dc:identifier>doi:10.1007/s11423-006-9004-7</dc:identifier>
    <dc:source>Educational Technology Research and Development, Vol. 55, No. 3. (June 2007), pp. 253-273.</dc:source>
    <dc:date>2007-12-20T12:53:06-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:publicationName>Educational Technology Research and Development</prism:publicationName>
    <prism:volume>55</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>253</prism:startingPage>
    <prism:endingPage>273</prism:endingPage>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/2151548">
    <title>Learning by doing with simulated intelligent help</title>
    <link>http://www.citeulike.org/user/plonsdale/article/2151548</link>
    <description>&lt;i&gt;Commun. ACM, Vol. 31, No. 9. (September 1988), pp. 1064-1079.&lt;/i&gt;</description>
    <dc:title>Learning by doing with simulated intelligent help</dc:title>

    <dc:creator>John Carroll</dc:creator>
    <dc:creator>Amy Aaronson</dc:creator>
    <dc:identifier>doi:10.1145/48529.48531</dc:identifier>
    <dc:source>Commun. ACM, Vol. 31, No. 9. (September 1988), pp. 1064-1079.</dc:source>
    <dc:date>2007-12-20T12:46:03-00:00</dc:date>
    <prism:publicationYear>1988</prism:publicationYear>
    <prism:publicationName>Commun. ACM</prism:publicationName>
    <prism:issn>0001-0782</prism:issn>
    <prism:volume>31</prism:volume>
    <prism:number>9</prism:number>
    <prism:startingPage>1064</prism:startingPage>
    <prism:endingPage>1079</prism:endingPage>
    <prism:publisher>ACM</prism:publisher>
    <prism:category>hci</prism:category>
    <prism:category>learning</prism:category>
    <prism:category>wizard-of-oz</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/1391844">
    <title>EDTECH: Focus On K-12 - Tech Watch I</title>
    <link>http://www.citeulike.org/user/plonsdale/article/1391844</link>
    <description>&lt;i&gt;EdTech Magazine, Vol. April-May 2007 (2007)&lt;/i&gt;</description>
    <dc:title>EDTECH: Focus On K-12 - Tech Watch I</dc:title>

    <dc:creator>C Dede</dc:creator>
    <dc:creator>M Dunleavy</dc:creator>
    <dc:source>EdTech Magazine, Vol. April-May 2007 (2007)</dc:source>
    <dc:date>2007-06-15T12:12:02-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:publicationName>EdTech Magazine</prism:publicationName>
    <prism:volume>April-May 2007</prism:volume>
    <prism:category>games</prism:category>
    <prism:category>learning</prism:category>
    <prism:category>mobile</prism:category>
    <prism:category>participatory-simulation</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/1300282">
    <title>Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases</title>
    <link>http://www.citeulike.org/user/plonsdale/article/1300282</link>
    <description>&lt;i&gt;Journal of Science Education and Technology, Vol. 16, No. 1. (17 February 2007), pp. 47-58.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Abstract&#160;&#160;This study investigated students’ understanding of a virtual infectious disease in relation to their understanding of natural infectious diseases. Two sixth-grade classrooms of students between the ages of 10 and 12 (46 students) took part in a participatory simulation of a virtual infectious disease, which was integrated into their science curriculum. The results from our analyses reveal that students perceived the simulation as similar to a natural infectious disease and that the immersive components of the simulation afforded students the opportunity to discuss their understandings of natural disease and to compare them to their experiences with the virtual disease. We found that while the virtual disease capitalized on students’ knowledge of natural infectious disease through virtual symptoms, these symptoms may have led students to think of its transfer more as an observable or mechanical event rather than as a biological process. These findings provide helpful indicators to science educators and educational designers interested in creating and integrating online simulations within classroom environments to further students’ conceptual understanding.</description>
    <dc:title>Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases</dc:title>

    <dc:creator>Nina Neulight</dc:creator>
    <dc:creator>Yasmin Kafai</dc:creator>
    <dc:creator>Linda Kao</dc:creator>
    <dc:creator>Brian Foley</dc:creator>
    <dc:creator>Cathleen Galas</dc:creator>
    <dc:identifier>doi:10.1007/s10956-006-9029-z</dc:identifier>
    <dc:source>Journal of Science Education and Technology, Vol. 16, No. 1. (17 February 2007), pp. 47-58.</dc:source>
    <dc:date>2007-05-16T14:57:06-00:00</dc:date>
    <prism:publicationYear>2007</prism:publicationYear>
    <prism:publicationName>Journal of Science Education and Technology</prism:publicationName>
    <prism:volume>16</prism:volume>
    <prism:number>1</prism:number>
    <prism:startingPage>47</prism:startingPage>
    <prism:endingPage>58</prism:endingPage>
    <prism:category>learning</prism:category>
    <prism:category>mobile</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/295770">
    <title>Using Palm Technology in Participatory Simulations of Complex Systems: A New Take on Ubiquitous and Accessible Mobile Computing</title>
    <link>http://www.citeulike.org/user/plonsdale/article/295770</link>
    <description>&lt;i&gt;Journal of Science Education and Technology, Vol. 14, No. 3. (September 2005), pp. 285-297.&lt;/i&gt;</description>
    <dc:title>Using Palm Technology in Participatory Simulations of Complex Systems: A New Take on Ubiquitous and Accessible Mobile Computing</dc:title>

    <dc:creator>Eric Klopfer</dc:creator>
    <dc:creator>Susan Yoon</dc:creator>
    <dc:creator>Judy Perry</dc:creator>
    <dc:identifier>doi:10.1007/s10956-005-7194-0</dc:identifier>
    <dc:source>Journal of Science Education and Technology, Vol. 14, No. 3. (September 2005), pp. 285-297.</dc:source>
    <dc:date>2005-08-17T04:05:03-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:publicationName>Journal of Science Education and Technology</prism:publicationName>
    <prism:issn>1059-0145</prism:issn>
    <prism:volume>14</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>285</prism:startingPage>
    <prism:endingPage>297</prism:endingPage>
    <prism:publisher>Kluwer Academic Publishers</prism:publisher>
    <prism:category>games</prism:category>
    <prism:category>learning</prism:category>
    <prism:category>mobile</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/1128113">
    <title>Environmental Detectives: PDAs as a window into a virtual simulated world</title>
    <link>http://www.citeulike.org/user/plonsdale/article/1128113</link>
    <description>&lt;i&gt;Wireless and Mobile Technologies in Education, 2002. Proceedings. IEEE International Workshop on (2002), pp. 95-98.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The use of computer simulations is changing the nature of scientific investigation and providing us unique insights into the way that the world works. As simulation moves from the desktop to more ubiquitous portable devices (such as PDAs), we can draw upon the unique affordances of these devices-portability, social interactivity, context sensitivity, connectivity, and individuality. The purpose of this research project is to develop and examine a new simulation platform that is designed from the ground up for handhelds to create augmented reality simulations (i.e. simulations that bridge virtual and real worlds). This paper describes environmental detectives, one such augmented reality simulation that is currently being developed at MIT. In the upcoming months, we develop and test this concept as well as produce a suite of authoring tools that students and teachers can use to design their own augmented reality simulations.</description>
    <dc:title>Environmental Detectives: PDAs as a window into a virtual simulated world</dc:title>

    <dc:creator>E Klopfer</dc:creator>
    <dc:creator>K Squire</dc:creator>
    <dc:creator>H Jenkins</dc:creator>
    <dc:source>Wireless and Mobile Technologies in Education, 2002. Proceedings. IEEE International Workshop on (2002), pp. 95-98.</dc:source>
    <dc:date>2007-02-27T20:18:56-00:00</dc:date>
    <prism:publicationYear>2002</prism:publicationYear>
    <prism:publicationName>Wireless and Mobile Technologies in Education, 2002. Proceedings. IEEE International Workshop on</prism:publicationName>
    <prism:startingPage>95</prism:startingPage>
    <prism:endingPage>98</prism:endingPage>
    <prism:category>children</prism:category>
    <prism:category>collaboration</prism:category>
    <prism:category>games</prism:category>
    <prism:category>learning</prism:category>
    <prism:category>mobile</prism:category>
    <prism:category>play</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/358704">
    <title>Conceptualising tangibles to support learning</title>
    <link>http://www.citeulike.org/user/plonsdale/article/358704</link>
    <description>&lt;i&gt;(2003), pp. 101-109.&lt;/i&gt;</description>
    <dc:title>Conceptualising tangibles to support learning</dc:title>

    <dc:creator>Paul Marshall</dc:creator>
    <dc:creator>Sara Price</dc:creator>
    <dc:creator>Yvonne Rogers</dc:creator>
    <dc:identifier>doi:10.1145/953536.953551</dc:identifier>
    <dc:source>(2003), pp. 101-109.</dc:source>
    <dc:date>2005-10-20T22:39:58-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:startingPage>101</prism:startingPage>
    <prism:endingPage>109</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>children</prism:category>
    <prism:category>tangible</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/1002383">
    <title>An ethnographic, action-based approach to human experience in virtual environments</title>
    <link>http://www.citeulike.org/user/plonsdale/article/1002383</link>
    <description>&lt;i&gt;International Journal of Human-Computer Studies, Vol. 59, No. 6. (December 2003), pp. 797-822.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This paper addresses a sensitive issue, of presence experienced by people interacting with a virtual environment (VE). Understanding `presence', both theoretically and empirically, is important for designers interested in building effective computer-mediated environments for learning and work activities. The concept of presence has been treated mostly as a state of mind, to be investigated through `objective' and `subjective' measurement devices. The authors propose to add a different approach, which can address presence as an action-based process. This approach considers presence as the ongoing result of the actions performed in an environment and the local and cultural resources deployed by actors. In this sense, `presence' can be captured by monitoring the sequence of participants' actions and the aspects of the environment that are involved in this process; discourse/interaction analysis represents a fitting method for this goal. Sequences of interaction with a virtual library are used to illustrate some core aspects of an ethnographic, action-based approach to presence, such as the action possibilities envisaged by participants, the configuration of the virtual objects, the norms that regulate the interaction, the resources that are imported in the VE. These aspects are a necessary step to understand users' presence in the VE and to plan consequent interventions to ameliorate the design of the interface.</description>
    <dc:title>An ethnographic, action-based approach to human experience in virtual environments</dc:title>

    <dc:creator>Anna Spagnolli</dc:creator>
    <dc:creator>Diego Varotto</dc:creator>
    <dc:creator>Giuseppe Mantovani</dc:creator>
    <dc:identifier>doi:10.1016/S1071-5819(03)00120-4</dc:identifier>
    <dc:source>International Journal of Human-Computer Studies, Vol. 59, No. 6. (December 2003), pp. 797-822.</dc:source>
    <dc:date>2006-12-19T21:20:37-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:publicationName>International Journal of Human-Computer Studies</prism:publicationName>
    <prism:volume>59</prism:volume>
    <prism:number>6</prism:number>
    <prism:startingPage>797</prism:startingPage>
    <prism:endingPage>822</prism:endingPage>
    <prism:category>cve</prism:category>
    <prism:category>ethnography</prism:category>
    <prism:category>hci</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/190337">
    <title>A taxonomy for and analysis of tangible interfaces</title>
    <link>http://www.citeulike.org/user/plonsdale/article/190337</link>
    <description>&lt;i&gt;Personal Ubiquitous Comput., Vol. 8, No. 5. (September 2004), pp. 347-358.&lt;/i&gt;</description>
    <dc:title>A taxonomy for and analysis of tangible interfaces</dc:title>

    <dc:creator>Kenneth Fishkin</dc:creator>
    <dc:identifier>doi:10.1007/s00779-004-0297-4</dc:identifier>
    <dc:source>Personal Ubiquitous Comput., Vol. 8, No. 5. (September 2004), pp. 347-358.</dc:source>
    <dc:date>2005-05-09T20:01:48-00:00</dc:date>
    <prism:publicationYear>2004</prism:publicationYear>
    <prism:publicationName>Personal Ubiquitous Comput.</prism:publicationName>
    <prism:issn>1617-4909</prism:issn>
    <prism:volume>8</prism:volume>
    <prism:number>5</prism:number>
    <prism:startingPage>347</prism:startingPage>
    <prism:endingPage>358</prism:endingPage>
    <prism:publisher>Springer-Verlag</prism:publisher>
    <prism:category>cve</prism:category>
    <prism:category>tangible</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/278655">
    <title>Seamful interweaving: heterogeneity in the theory and design of interactive systems</title>
    <link>http://www.citeulike.org/user/plonsdale/article/278655</link>
    <description>&lt;i&gt;(2004), pp. 243-252.&lt;/i&gt;</description>
    <dc:title>Seamful interweaving: heterogeneity in the theory and design of interactive systems</dc:title>

    <dc:creator>Matthew Chalmers</dc:creator>
    <dc:creator>Areti Galani</dc:creator>
    <dc:identifier>doi:10.1145/1013115.1013149</dc:identifier>
    <dc:source>(2004), pp. 243-252.</dc:source>
    <dc:date>2005-08-11T10:57:59-00:00</dc:date>
    <prism:publicationYear>2004</prism:publicationYear>
    <prism:startingPage>243</prism:startingPage>
    <prism:endingPage>252</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>hci</prism:category>
    <prism:category>mobile</prism:category>
    <prism:category>seamful</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/430013">
    <title>Pervasive games: bringing computer entertainment back to the real world</title>
    <link>http://www.citeulike.org/user/plonsdale/article/430013</link>
    <description>&lt;i&gt;Comput. Entertain., Vol. 3, No. 3. (July 2005), pp. 4-4.&lt;/i&gt;</description>
    <dc:title>Pervasive games: bringing computer entertainment back to the real world</dc:title>

    <dc:creator>Carsten Magerkurth</dc:creator>
    <dc:creator>Adrian Cheok</dc:creator>
    <dc:creator>Regan Mandryk</dc:creator>
    <dc:creator>Trond Nilsen</dc:creator>
    <dc:identifier>doi:10.1145/1077246.1077257</dc:identifier>
    <dc:source>Comput. Entertain., Vol. 3, No. 3. (July 2005), pp. 4-4.</dc:source>
    <dc:date>2005-12-07T11:20:30-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:publicationName>Comput. Entertain.</prism:publicationName>
    <prism:issn>1544-3574</prism:issn>
    <prism:volume>3</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>4</prism:startingPage>
    <prism:endingPage>4</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>games</prism:category>
    <prism:category>mobile</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/429991">
    <title>Staging and evaluating public performances as an approach to CVE research</title>
    <link>http://www.citeulike.org/user/plonsdale/article/429991</link>
    <description>&lt;i&gt;(2002), pp. 80-87.&lt;/i&gt;</description>
    <dc:title>Staging and evaluating public performances as an approach to CVE research</dc:title>

    <dc:creator>Steve Benford</dc:creator>
    <dc:creator>Mike Fraser</dc:creator>
    <dc:creator>Gail Reynard</dc:creator>
    <dc:creator>Boriana Koleva</dc:creator>
    <dc:creator>Adam Drozd</dc:creator>
    <dc:identifier>doi:10.1145/571878.571891</dc:identifier>
    <dc:source>(2002), pp. 80-87.</dc:source>
    <dc:date>2005-12-07T11:17:39-00:00</dc:date>
    <prism:publicationYear>2002</prism:publicationYear>
    <prism:startingPage>80</prism:startingPage>
    <prism:endingPage>87</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>cve</prism:category>
    <prism:category>games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/131188">
    <title>Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game</title>
    <link>http://www.citeulike.org/user/plonsdale/article/131188</link>
    <description>&lt;i&gt;(2003), pp. 91-100.&lt;/i&gt;</description>
    <dc:title>Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game</dc:title>

    <dc:creator>Keith Mitchell</dc:creator>
    <dc:creator>Duncan Mccaffery</dc:creator>
    <dc:creator>George Metaxas</dc:creator>
    <dc:creator>Joe Finney</dc:creator>
    <dc:creator>Stefan Schmid</dc:creator>
    <dc:creator>Andrew Scott</dc:creator>
    <dc:identifier>doi:10.1145/963900.963909</dc:identifier>
    <dc:source>(2003), pp. 91-100.</dc:source>
    <dc:date>2005-03-17T13:37:34-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:startingPage>91</prism:startingPage>
    <prism:endingPage>100</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>context</prism:category>
    <prism:category>games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/343048">
    <title>Making sense of sensing systems: five questions for designers and researchers</title>
    <link>http://www.citeulike.org/user/plonsdale/article/343048</link>
    <description>&lt;i&gt;(2002), pp. 415-422.&lt;/i&gt;</description>
    <dc:title>Making sense of sensing systems: five questions for designers and researchers</dc:title>

    <dc:creator>Victoria Bellotti</dc:creator>
    <dc:creator>Maribeth Back</dc:creator>
    <dc:creator>Keith Edwards</dc:creator>
    <dc:creator>Rebecca Grinter</dc:creator>
    <dc:creator>Austin Henderson</dc:creator>
    <dc:creator>Cristina Lopes</dc:creator>
    <dc:identifier>doi:10.1145/503376.503450</dc:identifier>
    <dc:source>(2002), pp. 415-422.</dc:source>
    <dc:date>2005-10-07T00:55:45-00:00</dc:date>
    <prism:publicationYear>2002</prism:publicationYear>
    <prism:startingPage>415</prism:startingPage>
    <prism:endingPage>422</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>context</prism:category>
    <prism:category>hci</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/410043">
    <title>New frontiers of application design</title>
    <link>http://www.citeulike.org/user/plonsdale/article/410043</link>
    <description>&lt;i&gt;Commun. ACM, Vol. 45, No. 12. (December 2002), pp. 79-82.&lt;/i&gt;</description>
    <dc:title>New frontiers of application design</dc:title>

    <dc:creator>Daniel Siewiorek</dc:creator>
    <dc:identifier>doi:10.1145/585597.585619</dc:identifier>
    <dc:source>Commun. ACM, Vol. 45, No. 12. (December 2002), pp. 79-82.</dc:source>
    <dc:date>2005-11-28T14:58:37-00:00</dc:date>
    <prism:publicationYear>2002</prism:publicationYear>
    <prism:publicationName>Commun. ACM</prism:publicationName>
    <prism:issn>0001-0782</prism:issn>
    <prism:volume>45</prism:volume>
    <prism:number>12</prism:number>
    <prism:startingPage>79</prism:startingPage>
    <prism:endingPage>82</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>ubicomp</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/410042">
    <title>Predicting human interruptibility with sensors: a Wizard of Oz feasibility study</title>
    <link>http://www.citeulike.org/user/plonsdale/article/410042</link>
    <description>&lt;i&gt;(2003), pp. 257-264.&lt;/i&gt;</description>
    <dc:title>Predicting human interruptibility with sensors: a Wizard of Oz feasibility study</dc:title>

    <dc:creator>Scott Hudson</dc:creator>
    <dc:creator>James Fogarty</dc:creator>
    <dc:creator>Christopher Atkeson</dc:creator>
    <dc:creator>Daniel Avrahami</dc:creator>
    <dc:creator>Jodi Forlizzi</dc:creator>
    <dc:creator>Sara Kiesler</dc:creator>
    <dc:creator>Johnny Lee</dc:creator>
    <dc:creator>Jie Yang</dc:creator>
    <dc:identifier>doi:10.1145/642611.642657</dc:identifier>
    <dc:source>(2003), pp. 257-264.</dc:source>
    <dc:date>2005-11-28T14:56:51-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:startingPage>257</prism:startingPage>
    <prism:endingPage>264</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>context</prism:category>
    <prism:category>wizard-of-oz</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/410041">
    <title>Context awareness via a single device-attached accelerometer during mobile computing</title>
    <link>http://www.citeulike.org/user/plonsdale/article/410041</link>
    <description>&lt;i&gt;(2005), pp. 303-306.&lt;/i&gt;</description>
    <dc:title>Context awareness via a single device-attached accelerometer during mobile computing</dc:title>

    <dc:creator>Ji Yi</dc:creator>
    <dc:creator>Young Choi</dc:creator>
    <dc:creator>Julie Jacko</dc:creator>
    <dc:creator>Andrew Sears</dc:creator>
    <dc:identifier>doi:10.1145/1085777.1085839</dc:identifier>
    <dc:source>(2005), pp. 303-306.</dc:source>
    <dc:date>2005-11-28T14:55:53-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:startingPage>303</prism:startingPage>
    <prism:endingPage>306</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>context</prism:category>
    <prism:category>mobile</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/410040">
    <title>Do computer games have a role in the computing classroom?</title>
    <link>http://www.citeulike.org/user/plonsdale/article/410040</link>
    <description>&lt;i&gt;SIGCSE Bull., Vol. 35, No. 4. (December 2003), pp. 18-20.&lt;/i&gt;</description>
    <dc:title>Do computer games have a role in the computing classroom?</dc:title>

    <dc:creator>Henry Walker</dc:creator>
    <dc:identifier>doi:10.1145/960492.960508</dc:identifier>
    <dc:source>SIGCSE Bull., Vol. 35, No. 4. (December 2003), pp. 18-20.</dc:source>
    <dc:date>2005-11-28T14:53:58-00:00</dc:date>
    <prism:publicationYear>2003</prism:publicationYear>
    <prism:publicationName>SIGCSE Bull.</prism:publicationName>
    <prism:issn>0097-8418</prism:issn>
    <prism:volume>35</prism:volume>
    <prism:number>4</prism:number>
    <prism:startingPage>18</prism:startingPage>
    <prism:endingPage>20</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>children</prism:category>
    <prism:category>games</prism:category>
    <prism:category>learning</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/410033">
    <title>Smart sinks: real-world opportunities for context-aware interaction</title>
    <link>http://www.citeulike.org/user/plonsdale/article/410033</link>
    <description>&lt;i&gt;(2005), pp. 1232-1235.&lt;/i&gt;</description>
    <dc:title>Smart sinks: real-world opportunities for context-aware interaction</dc:title>

    <dc:creator>Leonardo Bonanni</dc:creator>
    <dc:creator>Ernesto Arroyo</dc:creator>
    <dc:creator>Chia-Hsun Lee</dc:creator>
    <dc:creator>Ted Selker</dc:creator>
    <dc:identifier>doi:10.1145/1056808.1056884</dc:identifier>
    <dc:source>(2005), pp. 1232-1235.</dc:source>
    <dc:date>2005-11-28T14:45:25-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:startingPage>1232</prism:startingPage>
    <prism:endingPage>1235</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>context</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/410029">
    <title>Design guidelines for learner-centered handheld tools</title>
    <link>http://www.citeulike.org/user/plonsdale/article/410029</link>
    <description>&lt;i&gt;(2004), pp. 135-142.&lt;/i&gt;</description>
    <dc:title>Design guidelines for learner-centered handheld tools</dc:title>

    <dc:creator>Kathleen Luchini</dc:creator>
    <dc:creator>Chris Quintana</dc:creator>
    <dc:creator>Elliot Soloway</dc:creator>
    <dc:identifier>doi:10.1145/985692.985710</dc:identifier>
    <dc:source>(2004), pp. 135-142.</dc:source>
    <dc:date>2005-11-28T14:31:19-00:00</dc:date>
    <prism:publicationYear>2004</prism:publicationYear>
    <prism:startingPage>135</prism:startingPage>
    <prism:endingPage>142</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>guidelines</prism:category>
    <prism:category>learning</prism:category>
    <prism:category>mobile</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/214145">
    <title>Mobile learning with a mobile game: design and motivational effects</title>
    <link>http://www.citeulike.org/user/plonsdale/article/214145</link>
    <description>&lt;i&gt;Journal of Computer Assisted Learning, Vol. 21, No. 3. (June 2005), pp. 204-216.&lt;/i&gt;</description>
    <dc:title>Mobile learning with a mobile game: design and motivational effects</dc:title>

    <dc:creator>Gerhard Schwabe</dc:creator>
    <dc:creator>Christoph Goth</dc:creator>
    <dc:identifier>doi:10.1111/j.1365-2729.2005.00128.x</dc:identifier>
    <dc:source>Journal of Computer Assisted Learning, Vol. 21, No. 3. (June 2005), pp. 204-216.</dc:source>
    <dc:date>2005-05-30T10:28:14-00:00</dc:date>
    <prism:publicationYear>2005</prism:publicationYear>
    <prism:publicationName>Journal of Computer Assisted Learning</prism:publicationName>
    <prism:issn>0266-4909</prism:issn>
    <prism:volume>21</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>204</prism:startingPage>
    <prism:endingPage>216</prism:endingPage>
    <prism:publisher>Blackwell Publishing</prism:publisher>
    <prism:category>context</prism:category>
    <prism:category>games</prism:category>
    <prism:category>learning</prism:category>
    <prism:category>mobile</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/plonsdale/article/353886">
    <title>Revisiting the visit:: understanding how technology can shape the museum visit</title>
    <link>http://www.citeulike.org/user/plonsdale/article/353886</link>
    <description>&lt;i&gt;(2002), pp. 146-155.&lt;/i&gt;</description>
    <dc:title>Revisiting the visit:: understanding how technology can shape the museum visit</dc:title>

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</rdf:RDF>

