| Kurio: a museum guide for families |
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Tangible and embedded interaction
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Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
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Cambridge, United Kingdom
SESSION: Tangible and embedded interaction -- in the lab and in the wild
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Pages 215-222
Year of Publication: 2009
ISBN:978-1-60558-493-5
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Authors
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Ron Wakkary
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Simon Fraser University, Surrey, BC, Canada
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Marek Hatala
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Simon Fraser University, Surrey, BC, Canada
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Kevin Muise
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Simon Fraser University, Surrey, BC, Canada
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Karen Tanenbaum
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Simon Fraser University, Surrey, BC, Canada
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Greg Corness
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Simon Fraser University, Surrey, BC, Canada
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Bardia Mohabbati
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Simon Fraser University, Surrey, BC, Canada
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Jim Budd
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Emily Carr University of Art and Design, Vancouver, BC, Canada
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Downloads (6 Weeks): 15, Downloads (12 Months): 122, Citation Count: 0
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ABSTRACT
We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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