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Usability evaluation for mobile device: a comparison of laboratory and field tests.

, , and . Mobile HCI, page 181-186. ACM, (2006)

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Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players., , , , , and . IEEE Trans. Games, 14 (3): 456-465 (2022)Perspective-Taking in Virtual Reality and Reduction of Biases against Minorities., , and . Multimodal Technol. Interact., 5 (8): 42 (2021)How do social presence and active learning in synchronous and asynchronous online classes relate to students' perceived course gains?, , , , , , , , , and . Comput. Educ., (2022)Games in Asia project., , , , and . CHI Extended Abstracts, page 291-294. ACM, (2006)The Impact of Meaningful Game Narratives on Attitudes towards Racial Outgroups., , , and . HICSS, page 1-9. ScholarSpace, (2021)A narrative-driven design approach for casual games with children., , , and . Sandbox@SIGGRAPH, page 19-24. ACM, (2010)Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games., , , , , and . CHI PLAY (Companion), page 237-241. ACM, (2020)Investigating User Experience of Online Communities: The Influence of Community Type., and . CSE (4), page 509-514. IEEE Computer Society, (2009)Facilitating Learning Interests Through Mobile Information Visualization., , , and . ICALT, page 323-327. IEEE Computer Society, (2010)Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance., , and . Behav. Inf. Technol., 39 (9): 957-969 (2020)