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ICCHP
2010
Springer
15 years 4 months ago
A Model to Develop Videogames for Orientation and Mobility
Abstract. There is a real need to have systems for people with visual disabilities to be able to improve their orientation and mobility skills, and especially for children to be ab...
Jaime Sánchez, Luis Guerrero, Mauricio S&aa...
CONTEXT
2011
Springer
14 years 6 months ago
An Experiment in Hierarchical Recognition of Group Activities Using Wearable Sensors
Pervasive computing envisions implicit interaction between people and their intelligent environments instead of individual devices, inevitably leading to groups of individuals inte...
Dawud Gordon, Jan-Hendrik Hanne, Martin Berchtold,...
GIS
2008
ACM
16 years 7 months ago
Charting new ground: modeling user behavior in interactive geovisualization
Geovisualization has traditionally played a critical role in analysis and decision-making, but recent developments have also brought a revolution in widespread online access to ge...
David C. Wilson, Heather Richter Lipford, Erin Car...
OZCHI
2009
ACM
16 years 1 months ago
Brute force interactions: leveraging intense physical actions in gaming
People use a wide range of intensity when interacting with computers, spanning from subtle to brute force. However, computer interfaces so far have mainly focused on interactions ...
Florian Mueller, Stefan Agamanolis, Frank Vetere, ...
172
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HICSS
2008
IEEE
151views Biometrics» more  HICSS 2008»
16 years 21 days ago
Venice, California and World of Warcraft: Persistence and Ephemerality in Playful Spaces
Persistent digital media extend content beyond immediate ephemeral interactions and conversations. Systems such as email, instant messaging, digital kiosks, social networking site...
Silvia Lindtner, Bonnie A. Nardi