Oh, I didn't do a good job - How objective data affects physiotherapist-patient conversations for arthritis patients. | 0 | 0.34 | 2020 |
Lumapath: An Immersive Virtual Reality Game For Encouraging Physical Activity For Senior Arthritis Patients | 0 | 0.34 | 2019 |
Ride N' Rhythm, Bike as an Embodied Musical Instrument to Improve Music Perception for Young Children. | 0 | 0.34 | 2019 |
Automatic Prediction of Cybersickness for Virtual Reality Games | 1 | 0.35 | 2018 |
Farmooo, a Virtual Reality Farm Simulation Game Designed for Cancer Pediatric Patients to Distract their Pain during Chemotherapy Treatment. | 0 | 0.34 | 2018 |
A Case Study: Chronic Pain Patients' Preferences For Virtual Reality Games For Pain Distraction | 0 | 0.34 | 2018 |
Players' Experience Of An Augmented Reality Game, Pokemon Go: Inspirations And Implications For Designing Pervasive Health Gamified Applications | 0 | 0.34 | 2017 |
Cardboard Mobile Virtual Reality as an Approach for Pain Distraction in Clinical Settings: Comparison, Exploration and Evaluation with Oculus Rift. | 0 | 0.34 | 2017 |
Differences that matter: in-clinic communication challenges. | 1 | 0.35 | 2017 |
Frustrating Interaction Design of AS IF, an Embodied Interaction Game for Perspective Taking Towards Physical Limitations. | 0 | 0.34 | 2017 |
The design and evaluation of a body-sensing video game to foster empathy towards chronic pain patients. | 0 | 0.34 | 2017 |
Utilizing Gamification Approaches in Pervasive Health: How Can We Motivate Physical Activity Effectively? | 0 | 0.34 | 2017 |
Chasing Lovely Monsters in the Wild, Exploring Players' Motivation and Play Patterns of Pokémon Go: Go, Gone or Go Away? | 0 | 0.34 | 2017 |
A Collaborative Visualization Tool to Support Doctors' Shared Decision-Making on Antibiotic Prescription. | 1 | 0.35 | 2017 |
Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications. | 0 | 0.34 | 2017 |
Sonic therapy for anxiety management in clinical settings. | 0 | 0.34 | 2017 |
Immersion in Cardboard VR Compared to a Traditional Head-Mounted Display. | 3 | 0.52 | 2016 |
Pain Matters: Outliers In New Tribes And Territories | 0 | 0.34 | 2016 |
Mobius Floe - an Immersive Virtual Reality Game for Pain Distraction. | 0 | 0.34 | 2016 |
Usability Comparisons of Head-Mounted vs. Stereoscopic Desktop Displays in a Virtual Reality Environment with Pain Patients. | 0 | 0.34 | 2016 |
A Virtual Reality Game for Chronic Pain Management: A Randomized, Controlled Clinical Study. | 0 | 0.34 | 2016 |
A Field Study: Evaluating Gamification Approaches for Promoting Physical Activity with Motivational Models of Behavior Changes. | 2 | 0.77 | 2016 |
Serious game for serious disease: Diminishing stigma of depression via game experience | 0 | 0.34 | 2015 |
The Virtual Meditative Walk: Virtual Reality Therapy for Chronic Pain Management | 22 | 1.77 | 2015 |
The Virtual Meditative Walk: An Immersive Virtual Environment for Pain Self-modulation Through Mindfulness-Based Stress Reduction Meditation | 0 | 0.34 | 2015 |
'Weather' Wearable System: A Design Exploration To Facilitate The Collaboration And Communication With Chronic Pain Patients | 0 | 0.34 | 2015 |
Encouraging physical activity with a game-based mobile application: FitPet | 0 | 0.34 | 2015 |
The Design of an Immersive Mobile Virtual Reality Serious Game in Cardboard Head-Mounted Display for Pain Management. | 2 | 0.44 | 2015 |
Transformation between Electronic Arts and Chronic Pain: Long-term Body Activity Data Visualisation and Pain Animation Expression | 0 | 0.34 | 2014 |
Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management. | 1 | 0.43 | 2014 |
Improving the Mental State of Patients in Clinical Settings Using a Non-pharmacological Method | 0 | 0.34 | 2014 |
Virtual Reality as Analgesia: An Alternative Approach for Managing Chronic Pain | 0 | 0.34 | 2014 |
Orientation of Attention in Visual Feedbacks during Neurofeedback Relaxation. | 2 | 0.42 | 2014 |
Immersive virtual reality and affective computing for gaming, fear and anxiety management | 2 | 0.44 | 2013 |
Usability testing of ANSWER: a web-based methotrexate decision aid for patients with rheumatoid arthritis. | 3 | 0.39 | 2013 |
Impression management work: how seniors with chronic pain address disruptions in their interactions | 12 | 0.81 | 2012 |
Sound design: a procedural communication model for VE | 2 | 0.40 | 2012 |
Sonic Cradle: designing for an immersive experience of meditation by connecting respiration to music | 45 | 2.92 | 2012 |
Immersive VR: a non-pharmacological analgesic for chronic pain? | 5 | 0.82 | 2011 |
Living with pain, staying in touch: exploring the communication needs of older adults with chronic pain | 6 | 0.53 | 2011 |
Mount Qaf: A Multimedia Performance Installation Infusing Electronic Art and The Sonic and Visual A | 0 | 0.34 | 2011 |
Heterogenesis: Collectively Emergent Autonomy | 0 | 0.34 | 2010 |
Ecstasis: Walking to Mindful Awareness. | 0 | 0.34 | 2009 |
Chronic Pain and the Modulation of Self in Immersive Virtual Reality. | 1 | 0.36 | 2009 |
Lumi-breath: flow of energy | 0 | 0.34 | 2008 |
Proprioceptive sense in an art installation: AmputationBox | 0 | 0.34 | 2007 |
The Meatbook: tangible and visceral interaction | 5 | 0.51 | 2007 |
NeuroFloat: real-time state-sensitive brain spaces | 0 | 0.34 | 2007 |
Great grids: how and why? | 0 | 0.34 | 2006 |
Making space for time in time-lapse photography | 4 | 0.53 | 2004 |