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Location-based games are believed to be one promising way to exploit the educational potential of mobile technology. In such games, the physical and cultural surroundings become an integrate part of a game space and provide a way to tie content to a game activity and create immersive learning experiences. To explore the properties of such games, and how(More)
The paper presents three different implementations of self-check in technologies at Norwegian hotels: an integrated assisted self-service solution, a standalone self-check in kiosk, and an ad-hoc configuration of available technological modules. The analysis of these cases allows us to identify a tentative list of interaction design issues for further(More)
Professional networking has become an important aspect of many professionals’ work and several online social networking services (SNSs) provide support to the creation and maintenance of professional networks. This has also led to an increased potential for many professionals. The adoption of new technology, such as SNSs, often has an influence on(More)
In this paper, four interactional modes of pervasive affective sensing are identified: in situ intentional, retrospective, automatic, and reconstructive. These modes are used to discuss and highlight the challenges of designing pervasive affective sensing systems for mental health care applications. We also present the design of the Grasp platform, which(More)
This paper describes a study of students designing location-based games for each other to learn history. A learning scenario was developed where groups of students create a game, receive and play another group's game, and create a media product based on their experiences. We analyse the video footage of students collaboratively engaged with designing the(More)
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