"Is This Seat Accessible for Me?": An Autoethnography of a Person With a Mobility Disability Using Interactive Seat Plans for Public Events.
|
CHI |
2025 |
4 |
Will Health Experts Adopt a Clinical Decision Support System for Game-Based Digital Biomarkers? Investigating the Impact of Different Explanations on Perceived Ease-of-Use, Perceived Usefulness, and Trust.
|
IUI |
2025 |
1 |
How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance.
|
CHI |
2024 |
9 |
A Living Framework for Understanding Cooperative Games.
|
CHI |
2024 |
4 |
Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure Process.
|
CHI |
2023 |
8 |
Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding.
|
CHI |
2023 |
10 |
An Examination of Motivation in Physical Therapy Through the Lens of Self-Determination Theory: Implications for Game Design.
|
CHI |
2023 |
10 |
The Challenge of (Non-)Disclosure: Exploring the Lived Experience of Ethiopian Adolescents with HIV and Their Attitudes Toward Technology.
|
CHI |
2022 |
8 |
Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games.
|
CHI |
2022 |
12 |
Immersive Speculative Enactments: Bringing Future Scenarios and Technology to Life Using Virtual Reality.
|
CHI |
2022 |
41 |
Virtual Feed: Design and Evaluation of a Virtual Reality Simulation Addressing the Lived Experience of Breastfeeding.
|
CHI |
2022 |
20 |
Maker Technology and the Promise of Empowerment in a Flemish School for Disabled Children.
|
CHI |
2022 |
10 |
Understanding the Role of Technology to Support Breastfeeding.
|
CHI |
2021 |
13 |
Experiencing Simulated Confrontations in Virtual Reality.
|
CHI |
2021 |
14 |
A Critical Examination of Virtual Reality Technology in the Context of the Minority Body.
|
CHI |
2021 |
94 |
Virtual Reality Games for People Using Wheelchairs.
|
CHI |
2020 |
88 |
Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users.
|
CHI |
2019 |
18 |
Designing Game-Based Myoelectric Prosthesis Training.
|
CHI |
2017 |
45 |
How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience.
|
CHI |
2016 |
39 |
Designing Movement-based Play With Young People Using Powered Wheelchairs.
|
CHI |
2016 |
58 |
Long-Term Use of Motion-Based Video Games in Care Home Settings.
|
CHI |
2015 |
63 |
Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment.
|
CHI |
2015 |
47 |
Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames.
|
CHI |
2014 |
136 |
The effects of embodied persuasive games on player attitudes toward people using wheelchairs.
|
CHI |
2014 |
62 |
Tailoring persuasive health games to gamer type.
|
CHI |
2013 |
222 |
Full-body motion-based game interaction for older adults.
|
CHI |
2012 |
334 |