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Designing Games for Vision Screening: Lessons Learned from Observing Preschool Video Game Play.

, , , , and . CHI PLAY (Companion), page 439-445. ACM, (2018)

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Use of a non-human robot audience to induce stress reactivity in human participants., , , , and . Comput. Hum. Behav., (2019)Different strokes for different folks? Revealing the physical characteristics of smartphone users from their swipe gestures., and . Int. J. Hum. Comput. Stud., (2016)What does your profile really say about you?: privacy warning systems and self-disclosure in online social network spaces., , and . CHI Extended Abstracts, page 799-804. ACM, (2013)Breaking the campus bubble: informed, engaged, connected., , , , , and . BCS HCI (2), page 133-136. BCS, (2007)Did You See What I Saw?: Comparing User Synchrony When Watching 360° Video In HMD Vs Flat Screen., , , , , and . VR, page 916-917. IEEE, (2019)Who am I? Representing the self offline and in different online contexts., , , , , , and . Comput. Hum. Behav., (2014)Mobile service audio notifications: intuitive semantics and noises., , and . OZCHI, volume 287 of ACM International Conference Proceeding Series, page 156-163. ACM, (2008)Evaluating Prototype Augmented and Adaptive guidance system to support Industrial Plant Maintenance., , , , , and . MobileHCI, page 40:1-40:10. ACM, (2021)A Mediography of Virtual Reality Non-Fiction: Insights and Future Directions., and . TVX, page 161-166. ACM, (2018)Evaluating a mobile spontaneous eye blink tracker for use in tele-presence HRI as a low bandwidth social communicative cue., and . RO-MAN, page 618-623. IEEE, (2016)