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
Wearable Technology Design and Accessibility Considerations Studio.
Proceedings of the TEI '22: Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction, Daejeon, Republic of Korea, February 13, 2022

Wearable Technology Design and Accessibility Considerations Course.
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
Method in the madness: the design of games as valid and reliable scientific tools.
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

Designing AR Systems to Explore Point-of-View, Bias, and Trans-cultural Conflict.
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

Innovation and Wearable Computing: A Proposed Collaborative Policy Design Framework.
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

Accessibility in Serious Games for Adults Aging with Disability.
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

The Rhythm's Going to Get You: Music's Effects on Gameplay and Experience.
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

Program chairs.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2013

Usability an Important Goal for the Design of Therapeutic Games for Older Adults.
Proceedings of the Engineering Psychology and Cognitive Ergonomics. Applications and Services, 2013

2012
Fear of failure: gender differences in older adult gamers.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

2011
Mirror Worlds: Experimenting with Heterogeneous AR.
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

The Argon AR Web Browser and standards-based AR application environment.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

Virtual transparency: Introducing parallax view into video see-through AR.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

The Design of an Interactive Stroke Rehabilitation Gaming System.
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
KHARMA: An open KML/HTML architecture for mobile augmented reality applications.
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

Rapidly Prototyping Marker Based Tangible User Interfaces.
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
DART: a toolkit for rapid design exploration of augmented reality experiences.
ACM Trans. Graph., 2005

Wizard of Oz support throughout an iterative design process.
IEEE Pervasive Comput., 2005

A sketch interface to support storyboarding of augmented reality experiences.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

AR Karaoke: Acting in Your Favorite Scenes.
Proceedings of the Fourth IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2005), 2005

Wizard of Oz interfaces for mixed reality applications.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

Exploring spatial narratives and mixed reality experiences in Oakland Cemetery.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Making Tracking Technology Accessible in a Rapid Prototyping Environment.
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
Universal Design: Lessons for Wearable Computing.
IEEE Pervasive Comput., 2003

DART: The Designer's Augmented Reality Toolkit.
Proceedings of the 2003 IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2003), 2003

2002
Three angry men: dramatizing point-of-view using augmented reality.
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


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