
Mark Weiser's vision of ubiquitous computing suggested an age of calm technology where computation would ultimately blend into the background of everyday activities. We are interested in ubiquitous computing because it allows people to access and manipulate information anytime, anywhere, and in multiple representations.
As Weiser developed his computational ideas, sociocultural researchers in education were investigating how people learn in “everyday” settings. These studies of shoppers, in supermarkets, candy-sellers in Brazil, carpet layers, etc., demonstrate the rich learning and knowledge use that exist outside of formal instructional settings.
We are working to integrate these two bodies of research—ubiquitous computing and everyday learning. Our goal is to develop new generations of computer-based experiences that enhance learning and performance in everyday settings. Part of the agenda is to rethink existing notions of learning and computing simultaneously.
Head Coach
Assistant Coaches
- - Susan Land
- - Priya Sharma
Active Roster
- - Goknur Kaplan Akilli
- - Danielle Booth
- - Anurag Dalmia
- - Toru Fujimoto
- - Dana Kracaw
- - KyoungNa Kim
- - Manisha Mishra
- - Sunghyun Park
Retired Players
- - Rajneesh Sudhakar
details to appear soon…
fantasy sports |
exergaming |
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diabetes |
nutrition |
sensecam |
Selected publications
Smith, B.K., Frost, J., Albayrak, M., and Sudhakar, R. (to appear). Improving diabetes self-management with glucometers and digital photography. Personal and Ubiquitous Computing, 64(1-3): 313-321.
Seif El-Nasr, M. and Smith, B.K. (2006). Learning through game modding. ACM Computers in Entertainment, 4(1): Article 3B.
Land, S.M., Smith, B.K., Beabout, B., Park, S., and Kim, K. (2005). Scaffolding reflection in everyday experiences: Using digital images as artifacts. Paper presented at the 2005 International Conference of the Association for Educational Communications and Technology, Orlando, FL, Oct 18-22.
Smith, B.K. (2005). Physical fitness in virtual worlds. IEEE Computer, 38(10): 101-103.
Smith, B.K. & Sharma, P. (2005). Fantasy sports games as cultures for informal learning. Proposal to the National Science Foundation, Informal Science Education section (funded, October 05).