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Reducing Risk in Digital Self-Control Tools: Design Patterns and Prototype.

, , , and . CHI Extended Abstracts, page 334:1-334:7. ACM, (2021)

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Audience Involvement and Agency in Digital Games: Effects on Learning, Game Experience, and Social Presence., and . IDC, page 299-310. ACM, (2016)Audience Interactivity as Leverage for Effective Learning in Gaming Environments for Dome Theaters., and . EC-TEL, volume 6383 of Lecture Notes in Computer Science, page 451-456. Springer, (2010)Small group learning with games in museums: effects of interactivity as mediated by cultural differences., and . IDC, page 160-169. ACM, (2015)A gaming interface using body gestures for collaborative navigation., , and . 3DUI, page 185-186. IEEE Computer Society, (2012)Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters., and . WSKS (1), volume 111 of Communications in Computer and Information Science, page 444-448. Springer, (2010)RaBit EscAPE: a board game for computational thinking., , , and . IDC, page 349-352. ACM, (2014)Designing for Meaningful Interactions and Digital Wellbeing., , , and . AVI, page 85:1-85:2. ACM, (2022)Poster: Exploring the integrality and separability of the Leap Motion Controller for direct manipulation 3D interaction., , , , and . 3DUI, page 153-154. IEEE Computer Society, (2014)C-OLiVE: Group co-located interaction in VEs for contextual learning., and . VR, page 129-130. IEEE Computer Society, (2014)Exploring the value of audience collaboration and game design in immersive virtual learning environments., and . IDC, page 326-330. ACM, (2010)