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Route planning has over the few past years become common in the context of driving cars and other vehicles. However, with the advent of powerful mobile devices, such as smart-phones, systems helping pedestrians finding their way in complex urban environments have emerged. We present a prototype system for mobile pedestrian navigation , called OurWay, based(More)
Fun in gaming is a difficult, however paramount, topic. Some games are fun, some are not. Some games are ancient and common to both man and animals, for instance <i>Chase-and-Catch (C&amp;C)</i>. These games are physically intensive, short in duration, and confined to a specific area. In our research we explore transitions from traditional playground(More)
Inspired by systems based on user generated content, we have developed a prototype named <i>OurWay</i>, a collaborative route planning system utilizing user feedback (rating of route segments) to provide quality routes adapted to the users' abilities and needs. We report from an indoor experiment where users in wheelchairs solved navigational tasks with our(More)
This paper address Universal Design and Tangible Interaction through the concept of <i>familiarity.</i> Co-creative tangibles are designed and evaluated in the RHYME project, where the goal is to improve health and well being for children with severe disabilities through music and physical interaction. The main contribution of this paper is to make sense of(More)
The filter bubble and its effect on online personal health information KNOWLEDGE LANDSCAPES Search engines and social networks are increasingly used for health related inquiry by the public. The information found through search engines, or presented by social network services are typically tailored to the individual through the use of complex algorithms(More)