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Comparing usability and engagement between a serious game and a traditional online program.

, , and . ACSW, page 54. ACM, (2016)

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Using startle probe to compare affect and engagement between a serious game and an online intervention program., , , and . ACSW, page 75. ACM, (2016)Comparing and Reusing Visualisation and Sonification Designs using the MS-Taxonomy.. ICAD, International Community for Auditory Display, (2004)Gamification for Education: Designing a Pharmacy Education Game., , , , and . ACALCI, volume 8955 of Lecture Notes in Computer Science, page 157-165. Springer, (2015)Comparing Animation with Video For Teaching Communication Skills., , , and . IE, page 25:1-25:10. ACM, (2014)The Gestalt Principle of Continuation Applies to both the Haptic and Visual Grouping of Elements., , and . WHC, page 15-20. IEEE Computer Society, (2007)Using Force Feedback for Multi-sensory Display., , and . AUIC, page 64-68. IEEE Computer Society, (2001)Finding Trading Patterns in Stock Market Data., and . IEEE Computer Graphics and Applications, 24 (5): 45-55 (2004)Modelling the Multi-Sensory Design Space.. InVis.au, volume 9 of CRPIT, page 27-36. Australian Computer Society, (2001)Modelling human perception to leverage the reuse of concepts across the multi-sensory design space.. APCCM, volume 53 of CRPIT, page 65-74. Australian Computer Society, (2006)Comparing usability and engagement between a serious game and a traditional online program., , and . ACSW, page 54. ACM, (2016)