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Characterising and Measuring User Experiences in Digital Games, , , , and . (2007)An integrative review of the cognitive costs and benefits of note - taking, , and . (November 2017)Perceptual attributes of crosstalk in 3D images., , and . Displays, 26 (4-5): 177-183 (2005)Evaluation of Stereoscopic Images: Beyond 2D Quality., , , and . TBC, 57 (2): 432-444 (2011)Wear It or Fear It - Exploration of Drivers & Barriers in Smartwatch Acceptance by Senior Citizens., , and . ICT4AWE, page 26-36. SciTePress, (2018)Social connectedness: concept and measurement., , , and . Intelligent Environments, volume 2 of Ambient Intelligence and Smart Environments, page 67-74. IOS Press, (2009)Reality Check: The Role of Realism in Stress Reduction Using Media Technology., and . Cyberpsy., Behavior, and Soc. Networking, 9 (2): 230-233 (2006)People, places, and play: player experience in a socio-spatial context., and . Computers in Entertainment, 6 (2): 18:1-18:11 (2008)The Virtual Midas Touch: Helping Behavior After a Mediated Social Touch., and . IEEE Trans. Haptics, 2 (3): 136-140 (2009)Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality., , and . Presence Teleoperators Virtual Environ., 15 (4): 455-464 (2006)