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GoalKeeper: Exploring Interaction Lockout Mechanisms for Regulating Smartphone Use.

, , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 3 (1): 16:1-16:29 (2019)

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Cross-cultural comparison of interactive streaming services: Evidence from Twitch., , , , , , and . Telematics Informatics, (2020)GoalKeeper: Exploring Interaction Lockout Mechanisms for Regulating Smartphone Use., , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 3 (1): 16:1-16:29 (2019)Lock n' LoL: Group-based Limiting Assistance App to Mitigate Smartphone Distractions in Group Activities., , , and . CHI, page 998-1010. ACM, (2016)Challenges and opportunities of local journalism: a case study of the 2012 Korean general election., , , , and . WebSci, page 286-295. ACM, (2013)LocknType: Lockout Task Intervention for Discouraging Smartphone App Use., , , , and . CHI, page 697. ACM, (2019)NUGU: A Group-based Intervention App for Improving Self-Regulation of Limiting Smartphone Use., , , , , , , , , and . CSCW, page 1235-1245. ACM, (2015)Track Role Prediction of Single-Instrumental Sequences., , and . CoRR, (2024)Understanding Mass Interactions in Online Sports Viewing: Chatting Motives and Usage Patterns., , , , and . ACM Trans. Comput. Hum. Interact., 23 (1): 6:1-6:27 (2016)FamiLync: facilitating participatory parental mediation of adolescents' smartphone use., , , , and . UbiComp, page 867-878. ACM, (2015)Motives for mass interactions in online sports viewing., , , , , , and . WWW (Companion Volume), page 329-330. ACM, (2014)