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The Effect of Exposure to Social Annotation on Online Informed Consent Beliefs and Behavior.

, , , , and . CSCW, page 898-910. ACM, (2016)

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Human-Computer Interaction to Support Work and Wellbeing in Mobile Environments (Dagstuhl Seminar 21232)., , , and . Dagstuhl Reports, 11 (5): 23-53 (2021)ARtLens: Enhancing Museum Visitors' Engagement with African Art., , , , , , and . Conference on Designing Interactive Systems (Companion Volume), page 195-200. ACM, (2018)Towards Understanding Collaboration around Interactive Surfaces: Exploring Joint Visual Attention., , , , and . UIST (Adjunct Volume), page 219-220. ACM, (2016)BacPack for New Frontiers: A Tangible Tabletop Museum Exhibit Exploring Synthetic Biology., , , , , , and . ISS, page 481-484. ACM, (2016)A specification paradigm for the design and implementation of tangible user interfaces., and . ACM Trans. Comput. Hum. Interact., 16 (4): 20:1-20:39 (2009)An in-depth look at the benefits of immersion cues on spatial 3D problem solving., , , and . SUI, page 157. ACM, (2014)Exploring the Use of Google Glass in Wet Laboratories., , , and . CHI Extended Abstracts, page 2103-2108. ACM, (2015)HoloMuse: Enhancing Engagement with Archaeological Artifacts through Gesture-Based Interaction with Holograms., , , and . TEI, page 565-570. ACM, (2017)BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design., , , , , , and . TEI, page 111-120. ACM, (2017)From wet lab bench to tangible virtual experiment: SynFlo., , , , , and . TEI, page 399-400. ACM, (2013)