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Interaction as a component of meaning-making
7 references·0 citing·27 second hop
Interaction as a component of meaning-making (2008)Interaction as a component of meaning-mak…The Medium Is The Message (2017)The Medium Is The MessageHybrid design creates innovative museum experiences (2005)Hybrid design creates innovat…Revisiting the visit: (2002)Revisiting the visit:Creating assemblies: (2002)Creating assemblies:Hamlet on the Holodeck: The Future of Narrative in Cyberspace (1999)Hamlet on the Holodeck: The F…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Myths to Live By (1972)Myths to Live ByThe Computer for the 21st Century (1991)Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)The Tacit Order of Teamwork: Collaboration and Embodied Conduct in Anesthesia (2002)CSCW at play (2004)Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation (2007)Reflections on 25 Years of Ethnography in CSCW (2013)The Presentation of Self in Everyday Life. (1956)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Re-space-ing place (2006)Adaptive, intelligent presentation of information for the museum visitor in PEACH (2007)Instagram at the museum (2013)The Presentation of Self in Everyday Life (2023)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)The Ritual Dimension of Consumer Behavior (1985)Spiritual Experience and Psychopathology (1997)The Coexistence of Natural and Supernatural Explanations Across Cultures and Development (2012)ALMA (2005)Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Seeing Ourselves Through Technology (2014)TELEVISION AND WEB ADVERTISING SYNERGIES (2004)A Review of Narrative Ethics (2008)Why do college students prefer Facebook, Twitter, or Instagram? Site affordances, tensions between privacy and self-expression, and implications for social capital (2018)Integrating material and digital (2013)The Loupe: Tangible Augmented Reality For Learning To Look At Ancient Greek Art (2016)Human-Computer Interactions in Museums (2019)
this work references cited by second hop

References

  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 2017The Medium Is The Message540 cited
  • 1999Hamlet on the Holodeck: The Future of Narrative in Cyberspace450 cited
  • 1972Myths to Live By324 cited
  • 2002Revisiting the visit:197 cited
  • 2005Hybrid design creates innovative museum experiences94 cited
  • 2002Creating assemblies:69 cited

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