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COVID-19 Pandemic: Identifying Key Issues Using Social Media and Natural Language Processing.

, , , , , , , , and . J. Heal. Informatics Res., 6 (2): 174-207 (2022)

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The Influence of Culture in the Effect of Age and Gender on Social Influence in Persuasive Technology., , and . UMAP (Adjunct Publication), page 47-52. ACM, (2017)LunchTime: a slow-casual game for long-term dietary behavior change., , and . Personal and Ubiquitous Computing, 17 (6): 1211-1221 (2013)Improving the Efficacy of Games for Change Using Personalization Models., , and . ACM Trans. Comput. Hum. Interact., 24 (5): 32:1-32:22 (2017)PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security., , and . PERSUASIVE, volume 12064 of Lecture Notes in Computer Science, page 223-233. Springer, (2020)Factors Influencing User's Attitude to Secondary Information Sharing and Usage., , and . J. Comput. Inf. Technol., 23 (3): 231-244 (2015)Identifying adverse drug reactions from patient reviews on social media using natural language processing., and . Health Informatics J., 29 (1): 146045822211367 (January 2023)"I Tried to Breastfeed but...": Exploring Factors Influencing Breastfeeding Behaviours Based on Tweets Using Machine Learning and Thematic Analysis., , and . IEEE Access, (2021)Using Player Type Models for Personalized Game Design - An Empirical Investigation., , , , , , , and . IxD&A, (2016)Gamified and persuasive systems as behavior change agents for health and wellness., and . ACM Crossroads, 24 (1): 52-55 (2017)Mobile Phone-Based Persuasive Technology for Physical Activity and Sedentary Behavior: A Systematic Review., , , and . Frontiers Comput. Sci., (2020)