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This paper reports the experimental studies we have performed to evaluate Explore!, an m-learning system that supports middle school students during a visit to an archaeological park. It exploits a learning technique called excursion-game, whose aim is to help students to acquire historical notions while playing and to make archaeological visits more(More)
Among designers of knowledge work environments (KWEs) it is common to distinguish between those involved in designing the virtual part (software designers) and the physical part (office tool manufacturers, architects etc.) of the environments. Recent advances in user interface technology, for example (Fitzmaurice et) evokes the question whether this(More)
Recognizing activities based on an actor's object manipulation is an important research approach within ubiquitous computing. We present an approach which complements object manipulation with an actor's situational information by viewing the everyday objects used by the actor to perform his/her activities from an " egocentric perspective ". Two concepts,(More)
Within a smart home environment the information processing is supposed to be thoroughly integrated into everyday objects. This introduces the need to keep track of the everyday objects and their state changes produced based on the user's interaction with them. Such information is useful in recognizing the user's activities, situations, etc. In this paper we(More)
Recognizing activities based on an actor's interaction with everyday objects is an important research approach within ubiquitous computing. We present a recognition approach which complement objects grabbed or released information with the object's internal state changes (as an effect of intra manipulation) and the object's external state changes with(More)
TRACKING OBJECTS One straightforward way of getting input from physical user activities in office environments is to track location and location changes of objects. In other words to reduce " activities " to " object change of location ". Of course, this simplification implies considerable loss of other kinds of information, including for instance mental(More)
M-learning—the combination of e-learning with mobile technologies—captures the very nature of e-learning by providing users with independence from the constraints of time and location. 1 To exploit the potential of mobile technologies for learning, researchers must define new teaching and learning techniques. 2 The Explore! m-learning system implements an(More)
This paper presents a system designed to support young students learning history at an archaeological site, by exploiting mobile technology. The approach uses game-play, since it stimulates in young students an understanding of history that would otherwise be difficult to engender, helping players to acquire historical notions and making archaeological(More)
This paper addresses the issue of mediating intimacy in order to support city communities. What is intimacy and how can it be mediated through the introduction of new technology in a community? It illustrates the discussion by describing two explorative information and communication technology concepts and scenarios.