Search

Your search keyword '"Valentina Nisi"' showing total 314 results

Search Constraints

Start Over You searched for: Author "Valentina Nisi" Remove constraint Author: "Valentina Nisi"
314 results on '"Valentina Nisi"'

Search Results

201. Roam-IO

202. 'When the Elephant Trumps'

203. Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design

204. Madeira Story Generator: Prospecting serendipitous storytelling in public spaces

205. Towards locative systems for, and by, children: A cognitive map study of children's perceptions and design suggestions

206. Co-designing Gaming Experiences for Museums with Teenagers

207. Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace

208. Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation

209. On exploiting acoustic sensing and citizen science in a game for biodiversity monitoring and awareness

210. Visually Induced Motion Sickness in 360° Videos: Comparing and Combining Visual Optimization Techniques

211. On designing a way-finding system to assist users with respiratory ailments and track symptoms

212. POSEIDON - Passive-acoustic Ocean Sensor for Entertainment and Interactive Data-gathering in Opportunistic Nautical-activities

213. Interactive Storytelling : 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017, Proceedings

214. Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience

216. Design Patterns to Enhance Teens’ Museum Experiences

217. Cultural Heritage Professionals Developing Digital Experiences Targeted at Teenagers in Museum Settings: Lessons Learned

218. Watt-I-see: design and evaluation of an interactive installation using eco-feedforward strategies

219. Cue Control: Interactive Sound Spatialization for 360 $$^\circ $$ Videos

220. Enhancing sustainable mobility awareness by exploiting multi-sourced data: The case study of the Madeira islands

221. Há-Vita: A transmedia platform about Madeira's nature and culture

222. Evaluating the influence of location and medium applied to mobile VR storytelling

223. Fragments of laura

224. DreamScope

225. The Geography of Pokémon GO

226. Island Stories: The Madeira Story Generator Project

227. Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum Tour

228. Evaluating User Experience in 360º Storytelling Through Analytics

229. Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting

230. Learning and Teaching Biodiversity Through a Storyteller Robot

231. Enhancing Museums’ Experiences Through Games and Stories for Young Audiences

232. Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation

233. Bus stops as interactive touchpoints -improving engagement and use of public transport

234. Leveraging on Transmedia Entertainment-Education to Offer Tourists a Meaningful Experience

235. ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children

236. Placing Location-Based Narratives in Context Through a Narrator and Visual Markers

237. Children's Books

238. Crescendo

239. Watt-I-See

240. Does locality make a difference? Assessing the effectiveness of location-aware narratives

241. Transmedia Storytelling for Exposing Natural Capital and Promoting Ecotourism

242. Walking with Geo-Zombie: a Pervasive Game to Engage People in Urban Crowdsourcing

243. Crowdsourcing Urban Accessibility

244. From gamification to pervasive game in mapping urban accessibility

245. Lucid Peninsula

246. What-a-Watt: exploring electricity production literacy through a long term eco-feedback study

247. Appropriating Video Surveillance for Art and Environmental Awareness: Experiences from ARTiVIS

248. DreamScope Catcher

249. MStoryG: Exploring Serendipitous Storytelling Within High Anxiety Public Spaces

250. Evaluation of Yasmine’s Adventures: Exploring the Socio-Cultural Potential of Location Aware Multimedia Stories

Catalog

Books, media, physical & digital resources