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Gamification is maturing as an academic research object, but still suffers from growing pains. Challenges identified in a practical gamification activity are used to anchor a discussion of theoretical challenges currently facing gamification. We argue that some of the pain can be attributed to the exceptionalist and formalist definitions of game, and believe that these interpretations assume a dualistic...
Both the art and science of the imagination have integral roles in defining compelling Mixed Reality (MR) experiences. In this paper we posit that the audience member's own imagination is an essential third kind of input in defining the full virtuality continuum for MR. It is traditionally accepted that there are two experiential inputs in MR incorporating a combination of stimuli of the real world...
Cell phones, handheld computers, iPods, and other small-screen technologies have become ubiquitous with more and more physical features added annually. Researchers have used diverse variables to explore usability on small-screen design for cell phones and PDAs, but few researchers have explored presenting Websites on small screens nor have theories been proposed to guide future research on small-screen...
The development of digital technology, especially the technology of computer graphics and imaging, has create a new context for the design practice, where the original craftsman-like manner of designing has been made relatively "obsolete", and the trend of de-materialized and intangible design is becoming a reality. This paper attempts to investigate how, in the digital context, design is...
In this paper we present results on the design and testing of new middleware services for cross-reality data/insight transfer between the real-world and 3D virtual environments. We highlight the architecture that is used along with the implementation of a cyberinfrastructure toolbox containing a set of tools in a virtual environment. The toolbox itself uses a service-oriented architecture to implement...
This paper presents some reflection upon the use of a flexible scenario-based method for the assessment of a third level module in databases in a UK university. The method is designed to encourage problem-solving skills amongst students by carrying out scenario-based assessments which are highly flexible. By the use of this method, we intend to address the surface learning strategy demonstrated by...
This paper discusses the history of domain maps in the context of similar developments in the field of cartography. Drawing from its underlying definitions, this paper identifies the purposes of domain maps and discusses how they might specifically be applied in the field of education and as front-ends to digital libraries.
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