publications
2017
Ferreira, M. José, Nisi V., Melo F., & Paiva A.
(2017).
Learning and Teaching Biodiversity Through a Storyteller Robot.
(
Nunes, N.,
Oakley I., &
Nisi V., Ed.).
Interactive Storytelling: 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017, Proceedings. 367–371.
Paradeda, R., Ferreira M. José, Martinho C., & Paiva A.
(2017).
Using Interactive Storytelling to Identify Personality Traits.
(
Nunes, N.,
Oakley I., &
Nisi V., Ed.).
Interactive Storytelling: 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017, Proceedings. 181–192.
2014
Koehler, C., Banovic N., Oakley I., Mankoff J., & Dey A. K.
(2014).
Indoor-ALPS: An Adaptive Indoor Location Prediction System.
Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing. 171–181.
Oakley, I., & Lee D.
(2014).
Interaction on the Edge: Offset Sensing for Small Devices.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems [Acceptance Rate: 23%]. 169–178.
Oakley, I., & Bianchi A..
(2014).
Keeping Secrets from Friends.
Korean Society of Design Science. 27(3), 49-63.
Marques, D., Carriço L., Guerreiro T., De Luca A., Maes P., Muslukhov I., et al.
(2014).
Workshop on Inconspicuous Interaction.
CHI '14 Extended Abstracts on Human Factors in Computing Systems [Acceptance Rate: 31%]. 91–94.
2013
Hayashi, E.., Das S.., Amini S.., Hong J., & Oakley I.
(2013).
CASA: Context-Aware Scalable Authentication.
ACM Symposium on Usable Privacy and Security (SOUPS) 2013, [Acceptance Rate: 29%]. Marco, J., Oakley I., Cerezo E., & Baldassarri S.
(2013).
Designing and making a tangible tabletop game with ToyVision.
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, [Acceptance Rate: 35%]. 423–426.
Bianchi, A.., & Oakley I.
(2013).
Designing Tangible Magnetic Appcessories.
TEI 2013 - Seventh International Conference on Tangible, Embedded and Embodied Interaction, [Acceptance Rate: 35%]. Oh, H., Deshmane A., Li F., Han J. Yeon, Stewart M., Tsai M., et al.
(2013).
The digital dream lab: tabletop puzzle blocks for exploring programmatic concepts.
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, [Acceptance Rate: 35%]. 51–56.
Karnik, M., Oakley I., & Nisi V.
(2013).
Performing Online and Offline: How DJs Use Social Networks.
(
Kotzé, P.,
Marsden G.,
Lindgaard G.,
Wesson J., &
Winckler M., Ed.).
Human-Computer Interaction – INTERACT 2013. [Acceptance Rate: ~25%]. 8118, 63-80.
Esteves, A., Scott M., & Oakley I.
(2013).
Supporting offline activities on interactive surfaces.
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, [Acceptance Rate: 35%]. 147–154.
Spiliotopoulos, T.., & Oakley I.
(2013).
Understanding Motivations for Facebook Use: Usage Metrics, Network Structure, and Privacy.
CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems [Acceptance Rate: 32%]. Pages