E-graffiti: evaluating real-world use of a context-aware system We released e-graffiti to 57 students who were using laptops that could access the campus wireless network. Their use of e-graffiti was logged in a remote database and they were also required to fill out a questionnaire towards the end of 49.9 Kb. 1
Computer Games Running Head: Computer Games Idsa], 2000. Obviously, games are emerging as one of the most dominant forms of entertainment. This trend will go further, thanks to the increasing penetration of high speech Internet connection and the declining prices of computers 84.5 Kb. 1