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An experimental study on the impact of cinema theater reflections on users' perceived intra-frame dynamic range.

, , , , and . Qual. User Exp., (2018)

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An experimental study on the impact of cinema theater reflections on users' perceived intra-frame dynamic range., , , , and . Qual. User Exp., (2018)Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE., , , , , , and . QoMEX, page 1-6. IEEE, (2015)Reward expectation and prediction error in human medial frontal cortex: An EEG study., , , and . NeuroImage, (2014)Playing under threat. Examining stereotype threat in female game players., , , , and . Comput. Hum. Behav., (2016)Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes., , , and . Inf. Sci., (2014)Digital Game-Based Learning effectiveness assessment: Reflections on study design., , and . Comput. Educ., (2021)Subjective insights from time and place shifters in assessing temporal quality of experience., , and . QoMEX, page 1-2. IEEE, (2015)Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review., , and . Int. J. Serious Games, (2014)Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR Gaming., , , , , , , , , and . HCI (15), volume 10915 of Lecture Notes in Computer Science, page 101-119. Springer, (2018)An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety., , and . Int. J. Game Based Learn., 3 (1): 1-17 (2013)