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Flypad: Designing Trajectories in a Large-Scale Permanent Augmented Reality Installation
6 references·4 citing·36 second hop
Flypad: Designing Trajectories in a Large-Scale Permanent Augmented Reality Installation (2011)Flypad: Designing Trajectories in a Large…Supporting the creation of hybrid museum experiences (2009)Supporting the creation of hy…Understanding the experience of interactive art: Iamascope in Beta_space (2005)Understanding the experience …Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW (2005)Creating Assemblies in Public…Lessons from the lighthouse (2003)Lessons from the lighthouseInformation Ecologies (1999)Information EcologiesPerson-Oriented Guided Visits in a Physical Museum. (1997)Person-Oriented Guided Visits…Remediating, Reframing and Restaging the Museum (2022)Remediating, Reframing and Re…Hybrid Museum Experiences (2022)Hybrid Museum ExperiencesCrafting Trajectories of Smart Phone Use at the Opera (2022)Crafting Trajectories of Smar…Action Research as a Method for Reflective Practice in Museums (2022)Action Research as a Method f…The Electronic Guidebook: Using Portable Devices And A Wireless Web-based Network To Extend The Museum Experience (2002)Building Virtual and Augmented Reality museum exhibitions (2004)Supporting Cultural Heritage Professionals Adopting and Shaping Interactive Technologies in Museums (2017)Creating tangible interactions with cultural heritage: lessons learned from a large scale, long term co-design project (2019)Co-Design of a Playful Mixed Reality Installation: An Interactive Crane in the Museum of Marble Crafts (2020)Interaction Analysis: Foundations and Practice (1995)Tourism and mobile technology (2003)CSCW at play (2004)Interconnecting: museum visiting and exhibition design (2007)The Creative Process Where the Artist Is Amplified or Superseded by the Computer (1973)Plans and Situated Actions: The Problem of Human-Machine Communication (1990)Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)Living laboratories for interactive art (2006)An embodied cognition framework for interactive experience (2007)Artist, evaluator and curator: three viewpoints on interactive art, evaluation and audience experience (2009)Crafting participation: designing ecologies, configuring experience (2002)Revisiting the visit: (2002)Interaction and interactives: collaboration and participation with computer-based exhibits (2004)Some ‘technical challenges’ of video analysis: social actions, objects, material realities and the problems of perspective (2012)Reflections on 25 Years of Ethnography in CSCW (2013)Human-Computer Interactions in Museums (2019)The Strength of Weak Ties (1973)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of Practice (1998)Accessing the artwork in covid-19: loss, recovery and reimagination (2024)Performance-Led Research in the Wild (2013)see me, feel me, touch me, hear me (2013)Understanding audience participation in an interactive theater performance (2014)Research on Visualization Analysis and Digital Development of Chinese Opera Costumes (2024)The Place of Face-to-Face Communication in Distributed Work (2002)Learning Ecologies for Technological Fluency: Gender and Experience Differences (2004)Beyond Play (2007)Portable Computers & Interactive Multimedia: A New Paradigm for Interpreting Museum Collections (1999)Potentials and Challenges of Mobile Media in Museums (2007)How might we? Co-constructing recommendations on digital and organizational change (2022)Examining Virtual Museum Tours from a Special Education Perspective (2025)
this work references cited by second hop

References

  • 1999Information Ecologies1,014 cited
  • 2003Lessons from the lighthouse176 cited
  • 2005Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW96 cited
  • 2005Understanding the experience of interactive art: Iamascope in Beta_space65 cited
  • 1997Person-Oriented Guided Visits in a Physical Museum.33 cited
  • 2009Supporting the creation of hybrid museum experiences31 cited

Cited by

  • 2022Crafting Trajectories of Smart Phone Use at the Opera8 cited
  • 2022Action Research as a Method for Reflective Practice in Museums5 cited
  • 2022Hybrid Museum Experiences3 cited
  • 2022Remediating, Reframing and Restaging the Museum2 cited

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