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Investigating the Psychological Impact of Emotion Visualization and Heart Rate Sharing in Online Communication.

, , и . HCI (26), том 14036 из Lecture Notes in Computer Science, стр. 169-184. Springer, (2023)

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Case Study of Middleware Infrastructure for Ambient Intelligence Environments.. Handbook of Ambient Intelligence and Smart Environments, Springer, (2010)A Vocabulary Learning Game Using a Serious-Game Approach., и . EMC/HumanCom, том 260 из Lecture Notes in Electrical Engineering, стр. 13-22. Springer, (2013)How to reuse exisiting interactive applications in ubiquitous computing environments?. SAC, стр. 1127-1133. ACM, (2006)Experiences with building middleware for audio and visual networked home appliances on commodity software.. ACM Multimedia, стр. 611-620. ACM, (2002)Design issues and an empirical study in mobility oriented service development., , и . Mobile Middleware, стр. 1. ACM, (2008)Incorporating fictionality into the real space: a case of enhanced TCG., , , и . UbiComp/ISWC Adjunct, стр. 37-40. ACM, (2015)A Continuous Media Application Supporting Dynamic QOS Control on Real-Time Mach., и . ACM Multimedia, стр. 289-297. ACM Press, (1994)VR Classroom: Enhancing Learning Experience with Virtual Class Rooms., , , и . ICMU, стр. 1-6. IEEE, (2018)A New Japanese Input Method for Virtual Reality Applications., и . HCI (3), том 10903 из Lecture Notes in Computer Science, стр. 43-55. Springer, (2018)Gamifying Social Media to Encourage Social Activities with Digital-Physical Hybrid Role-Playing., и . HCI (22), том 8531 из Lecture Notes in Computer Science, стр. 581-591. Springer, (2014)