Maribeth Gandy Coleman
Affiliations:- Georgia Institute of Technology, Atlanta, USA
According to our database1,
Maribeth Gandy Coleman
authored at least 46 papers
between 2000 and 2022.
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Bibliography
2022
Proceedings of the TEI '22: Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction, Daejeon, Republic of Korea, February 13, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
YOU BETTA WERK: Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic Learning.
Proceedings of the TEI '21: Fifteenth International Conference on Tangible, 2021
2019
Teaching Video Game Design Accessibility: Toward Effective Pedagogic Interventions in Accessible Design.
Proceedings of the Universal Access in Human-Computer Interaction. Theory, Methods and Tools, 2019
Developing Design Frameworks and Applications for Future Technologies Through Video Game Representations.
Proceedings of the HCI in Games, 2019
2018
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018
2017
In Harmony: Making a Wearable Musical Instrument as a Case Study of using Boundary Objects in an Interdisciplinary Collaborative Design Process.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017
2016
Participatory Design of STEM Education AR Experiences for Heterogeneous Student Groups: Exploring Dimensions of Tangibility, Simulation, and Interaction.
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016
Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016
2015
Guest Editor's Introduction to the Special Section on the International Symposium on Mixed and Augmented Reality 2013.
IEEE Trans. Vis. Comput. Graph., 2015
IEEE Internet Comput., 2015
The Evolution of the Argon Web Framework Through Its Use Creating Cultural Heritage and Community-Based Augmented Reality Applications.
Proceedings of the Human-Computer Interaction: Users and Contexts, 2015
Proceedings of the Human Aspects of IT for the Aged Population. Design for Everyday Life, 2015
Midtown Buzz: Bridging the Gap Between Concepts and Impact in a Civic Computing Initiative.
Proceedings of the Human-Computer Interaction: Users and Contexts, 2015
Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
2014
Designer's augmented reality toolkit, ten years later: implications for new media authoring tools.
Proceedings of the 27th Annual ACM Symposium on User Interface Software and Technology, 2014
Know before you go: feelings of flow for older players depends on game and player characteristics.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
2013
Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers.
Comput. Hum. Behav., 2013
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2013
Proceedings of the Engineering Psychology and Cognitive Ergonomics. Applications and Services, 2013
2012
Proceedings of the International Conference on the Foundations of Digital Games, 2012
2011
Proceedings of the 2011 International Symposium on Ubiquitous Virtual Reality (ISUVR), 2011
Pre-patterns for designing embodied interactions in handheld augmented reality games.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011
Proceedings of the Human-Computer Interaction. Users and Applications, 2011
Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011
2010
Proceedings of the 9th IEEE International Symposium on Mixed and Augmented Reality, 2010
Experiences with an AR evaluation test bed: Presence, performance, and physiological measurement.
Proceedings of the 9th IEEE International Symposium on Mixed and Augmented Reality, 2010
2009
Multiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces.
Proceedings of the Virtual and Mixed Reality, 2009
Proceedings of the Virtual and Mixed Reality, 2009
2008
BragFish: exploring physical and social interaction in co-located handheld augmented reality games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008
2005
ACM Trans. Graph., 2005
IEEE Pervasive Comput., 2005
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005
Proceedings of the Fourth IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2005), 2005
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005
2004
Proceedings of the 3rd IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR 2004), 2004
Universal remote console standard: toward natural user interaction in ambient intelligence.
Proceedings of the Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, 2004
2003
Proceedings of the 2003 IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2003), 2003
2002
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002
2000
The Gesture Pendant: A Self-illuminating, Wearable, Infrared Computer Vision System for Home Automation Control and Medical Monitoring.
Proceedings of the Fourth International Symposium on Wearable Computers (ISWC 2000), 2000