Adapting Multidevice Deployments During a Pandemic: Lessons Learned From Two Studies | 0 | 0.34 | 2022 |
A Systematic Review and Thematic Analysis of Community-Collaborative Approaches to Computing Research | 0 | 0.34 | 2022 |
Analysis Of Distance-Based Mental Health Support For Underrepresented University Students | 0 | 0.34 | 2021 |
Inclusive and engaged HCI | 0 | 0.34 | 2020 |
Roles in the Discussion: An Analysis of Social Support in an Online Forum for People with Dementia | 0 | 0.34 | 2020 |
Why doesn't the conversational agent understand me?: a language analysis of children speech | 1 | 0.39 | 2020 |
CoolCraig: A Smart Watch/Phone Application Supporting Co-Regulation of Children with ADHD | 0 | 0.34 | 2020 |
An Activity Centered Approach to Nonvisual Computer Interaction | 0 | 0.34 | 2020 |
Supporting Self-Regulation of Children with ADHD Using Wearables: Tensions and Design Challenges | 1 | 0.36 | 2020 |
DanceCraft: A Whole-body Interactive System for Children with Autism | 0 | 0.34 | 2019 |
Orienting to Networked Grief: Situated Perspectives of Communal Mourning on Facebook | 0 | 0.34 | 2019 |
Design in the Public Square: Supporting Assistive Technology Design Through Public Mixed-Ability Cooperation | 0 | 0.34 | 2019 |
Inclusive and Engaged Research - Community Based Scholarship in HCI. | 0 | 0.34 | 2019 |
Paper Prototyping Comfortable VR Play for Diverse Sensory Needs. | 0 | 0.34 | 2019 |
Relationship breakup disclosures and media ideologies on Facebook. | 0 | 0.34 | 2018 |
How Much is 'Too Much'?: The Role of a Smartphone Addiction Narrative in Individuals' Experience of Use. | 1 | 0.35 | 2018 |
vrSocial: Toward Immersive Therapeutic VR Systems for Children with Autism | 3 | 0.37 | 2018 |
Wearable Assistive Technologies for Autism: Opportunities and Challenges. | 1 | 0.36 | 2018 |
Making in Minecraft: A Means of Self-Expression for Youth with Autism. | 2 | 0.47 | 2017 |
Changes in Social Media Affect, Disclosure, and Sociality for a Sample of Transgender Americans in 2016's Political Climate. | 0 | 0.34 | 2017 |
Understanding the Role Fluidity of Stakeholders During Assistive Technology Research "In the Wild". | 1 | 0.37 | 2017 |
ProCom: Designing and Evaluating a Mobile and Wearable System to Support Proximity Awareness for People with Autism. | 6 | 0.45 | 2017 |
Evaluating an iPad Game to Address Overselectivity in Preliterate AAC Users with Minimal Verbal Behavior. | 0 | 0.34 | 2017 |
The Tangible Desktop: A Multimodal Approach to Nonvisual Computing | 7 | 0.43 | 2017 |
Class Confessions: Restorative Properties in Online Experiences of Socioeconomic Stigma. | 1 | 0.34 | 2017 |
AIR: recognizing activity through IR-based distance sensing on feet. | 2 | 0.37 | 2016 |
Pervasive Displays in Classrooms of Children with Severe Autism. | 1 | 0.36 | 2016 |
ProCom: designing a mobile and wearable system to support proximity awareness for people with autism. | 3 | 0.38 | 2016 |
Digital Footprints and Changing Networks During Online Identity Transitions. | 15 | 0.71 | 2016 |
Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. | 11 | 0.55 | 2016 |
Evaluating a Collaborative iPad Game's Impact on Social Relationships for Children with Autism Spectrum Disorder | 10 | 0.57 | 2015 |
Developing a model for understanding patient collection of observations of daily living: a qualitative meta-synthesis of the Project HealthDesign program | 1 | 0.37 | 2015 |
uSmell: exploring the potential for gas sensors to classify odors in ubicomp applications relative to airflow and distance | 0 | 0.34 | 2015 |
Disclosure, Stress, and Support During Gender Transition on Facebook | 31 | 1.10 | 2015 |
Challenges of integrating patient-centered data into clinical workflow for care of high-risk infants | 1 | 0.39 | 2015 |
Making \"Safe\": Community-Centered Practices in a Virtual World Dedicated to Children with Autism | 11 | 0.84 | 2015 |
In situ cues for ADHD parenting strategies using mobile technology | 16 | 1.10 | 2014 |
Estrellita: A Mobile Capture and Access Tool for the Support of Preterm Infants and Their Caregivers | 4 | 0.38 | 2014 |
Collective use of a situated display to encourage positive behaviors in children with behavioral challenges | 1 | 0.36 | 2014 |
SensoryPaint: a multimodal sensory intervention for children with neurodevelopmental disorders | 5 | 0.62 | 2014 |
DDFSeeks same: sexual health-related language in online personal ads for men who have sex with men | 10 | 0.75 | 2014 |
From interaction to performance with public displays | 3 | 0.39 | 2014 |
SensoryPaint: a natural user interface supporting sensory integration in children with neurodevelopmental disorders | 7 | 0.49 | 2014 |
VidCoach: a mobile video modeling system for youth with special needs | 3 | 0.66 | 2013 |
It takes a network to get dinner: designing location-based systems to address local food needs | 13 | 0.59 | 2013 |
Beyond the Grave: Facebook as a Site for the Expansion of Death and Mourning | 39 | 3.23 | 2013 |
HygieneHelper: promoting awareness and teaching life skills to youth with autism spectrum disorder | 3 | 0.38 | 2013 |
Detecting cooking state with gas sensors during dry cooking | 1 | 0.35 | 2013 |
Paratyping: A Contextualized Method of Inquiry for Understanding Perceptions of Mobile and Ubiquitous Computing Technologies | 4 | 0.41 | 2013 |
The digital economy: a case study of designing for classrooms | 4 | 0.54 | 2013 |