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Not Only WEIRD but Üncanny"? A Systematic Review of Diversity in Human-Robot Interaction Research.

, , and . Int. J. Soc. Robotics, 15 (11): 1841-1870 (November 2023)

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Measuring Voice UX Quantitatively: A Rapid Review., and . CoRR, (2021)Removing Gamification: A Research Agenda.. CoRR, (2021)What Pronouns for Pepper? A Critical Review of Gender/ing in Research., and . CHI, page 239:1-239:15. ACM, (2022)Programming, PWNed: using digital game development to enhance learners' competency and self-efficacy in a high school computing science course., , , and . SIGCSE, page 93-98. ACM, (2012)Robotic Backchanneling in Online Conversation Facilitation: A Cross-Generational Study., , , , , , , , and . RO-MAN, page 71-76. IEEE, (2023)Exoskeleton for the Mind: Exploring Strategies Against Misinformation with a Metacognitive Agent., , , , , and . AHs, page 209-220. ACM, (2023)Designing a Wearable Vibrotactile Feedforward Wrist Display for Novice Gameplay., and . ICEC, volume 6972 of Lecture Notes in Computer Science, page 379-382. Springer, (2011)Evaluating Hedonic and Eudaimonic Motives in Human-Computer Interaction.. HCI (5), volume 9735 of Lecture Notes in Computer Science, page 494-500. Springer, (2016)Powered to play: A mixed reality game for people driving powered chairs., , , and . GEM, page 1-8. IEEE, (2014)Exploring Perspective Dependency in a Shared Body with Virtual Supernumerary Robotic Arms., , , , , , , and . AIVR, page 25-32. IEEE, (2019)