Keep the VRhythm going: A musician-centred study investigating how Virtual Reality can support creative musical practice | 0 | 0.34 | 2022 |
Investigation of a Web-Based Explainable AI Screening for Prolonged Grief Disorder | 0 | 0.34 | 2022 |
"Now i can see me" designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns | 0 | 0.34 | 2022 |
An EMG-based Eating Behaviour Monitoring system with haptic feedback to promote mindful eating | 0 | 0.34 | 2022 |
A Crowdsourcing Semi-Automatic Image Segmentation Platform For Cell Biology | 0 | 0.34 | 2021 |
Living Memory Home: Understanding Continuing Bond in the Digital Age through Backstage Grieving | 0 | 0.34 | 2021 |
Snapappy: A Positive Psychology Intervention Using Smartphone Photography To Improve Emotional Well-Being | 0 | 0.34 | 2021 |
VREED: Virtual Reality Emotion Recognition Dataset Using Eye Tracking & Physiological Measures. | 0 | 0.34 | 2021 |
A Reflection On Virtual Reality Design For Psychological, Cognitive And Behavioral Interventions: Design Needs, Opportunities And Challenges | 0 | 0.34 | 2021 |
VR Rehearse & Perform - A platform for rehearsing in Virtual Reality | 0 | 0.34 | 2021 |
An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence | 0 | 0.34 | 2020 |
Bring the Outside In - Providing Accessible Experiences Through VR for People with Dementia in Locked Psychiatric Hospitals. | 0 | 0.34 | 2019 |
Exploring the Touch and Motion Features in Game-Based Cognitive Assessments | 2 | 0.45 | 2019 |
Fully Portable And Wireless Universal Brain-Machine Interfaces Enabled By Flexible Scalp Electronics And Deep Learning Algorithm | 0 | 0.34 | 2019 |
Deep learning analysis of mobile physiological, environmental and location sensor data for emotion detection. | 9 | 0.50 | 2019 |
A Channel Selection Approach Based on Convolutional Neural Network for Multi-channel EEG Motor Imagery Decoding | 1 | 0.35 | 2019 |
A Scoping Review Exploring the Feasibility of Virtual Reality Technology Use with Individuals Living with Dementia. | 0 | 0.34 | 2018 |
Can the crowd tell how I feel? Trait empathy and ethnic background in a visual pain judgment task. | 0 | 0.34 | 2018 |
Efficient Channel Selection Approach for Motor Imaginary Classification based on Convolutional Neural Network | 0 | 0.34 | 2018 |
Swallowing Detection For Game Control: Using Skin-Like Electronics To Support People With Dysphagia | 0 | 0.34 | 2017 |
Designing A Ubiquitous Sensor-Based Platform To Facilitate Learning For Young Children In Thailand | 0 | 0.34 | 2017 |
How Real Is Unreal? Virtual Reality And The Impact Of Visual Imagery On The Experience Of Exercise-Induced Pain | 0 | 0.34 | 2017 |
NotiMind: Utilizing Responses to Smart Phone Notifications as Affective sensors. | 4 | 0.45 | 2017 |
Show Me You Care: Trait Empathy, Linguistic Style, and Mimicry on Facebook. | 2 | 0.38 | 2017 |
Understanding tablet computer usage among primary school students in underdeveloped areas: Students' technology experience, learning styles and attitudes. | 2 | 0.43 | 2016 |
Social and linguistic behavior and its correlation to trait empathy. | 0 | 0.34 | 2016 |
Cue Now, Reflect Later: A Study Of Delayed Reflection Of Diary Events | 0 | 0.34 | 2015 |
Learning IoT without the \"I\"- Educational Internet of Things in a Developing Context | 2 | 0.40 | 2015 |
Exploring Socioeconomic And Sociocultural Implications Of Ict Use: An Ethnographic Study Of Indigenous People In Malaysia | 0 | 0.34 | 2015 |
Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices | 3 | 0.40 | 2015 |
Recreating living experiences from past memories through virtual worlds for people with dementia | 12 | 0.79 | 2014 |
Exploring the potential of virtual worlds in engaging older people and supporting healthy aging | 8 | 0.64 | 2014 |
Squeeze the moment: denoting diary events by squeezing | 3 | 0.39 | 2014 |
Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games. | 6 | 0.50 | 2013 |
Data in the wild: some reflections | 3 | 0.41 | 2013 |
Effects of gesture-based avatar-mediated communication on brainstorming and negotiation tasks among younger users | 2 | 0.54 | 2013 |
Exhibiting Emotion: Capturing Visitors' Emotional Responses to Museum Artefacts. | 2 | 0.41 | 2013 |
Large-scale analysis of self-disclosure patterns among online social networks users: a Russian context | 12 | 0.59 | 2012 |
Characteristics and usage patterns of older people in a 3D online multi-user virtual environment | 4 | 0.40 | 2012 |
Age differences in the perception of social presence in the use of 3D virtual world for social interaction | 10 | 0.58 | 2012 |
A case study analysis of a constructionist knowledge building community with activity theory | 2 | 0.40 | 2011 |
Designing for the user experience of sociability in massively multiplayer online games | 2 | 0.43 | 2011 |
Social Roles In An Online Support Community For Older People | 12 | 0.55 | 2011 |
Interaction networks and patterns of guild community in massively multiplayer online games. | 10 | 0.64 | 2011 |
A comparison of empathic communication pattern for teenagers and older people in online support communities | 5 | 0.71 | 2011 |
Computer Games And Sociocultural Play: An Activity Theoretical Perspective | 5 | 0.56 | 2010 |
Simulating Social Networks of Online Communities: Simulation as a Method for Sociability Design | 3 | 0.41 | 2009 |
Social Learning In Mmog: An Activity Theoretical Perspective | 4 | 0.53 | 2008 |
HCI issues in computer games | 6 | 1.17 | 2007 |
A model of cognitive loads in massively multiplayer online role playing games | 41 | 2.21 | 2007 |