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Can Less be More?: Contrasting Limited, Unlimited, and Automatic Picture Capture for Augmenting Memory Recall.

, , , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 1 (2): 21:1-21:22 (2017)

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Exploring EEG signals during the different phases of game-player interaction., , and . VS-GAMES, page 1-8. IEEE, (2019)Knowledge Sharing in Manufacturing using Large Language Models: User Evaluation and Model Benchmarking., , , , , and . CoRR, (2024)EEGlass: an EEG-eyeware prototype for ubiquitous brain-computer interaction., , and . UbiComp/ISWC Adjunct, page 647-652. ACM, (2019)WAHM 2016: 3rd workshop on ubiquitous technologies for augmenting the human mind., , , , , , and . UbiComp Adjunct, page 1010-1013. ACM, (2016)Designing for Task Resumption Support in Mobile Learning., , and . MobileHCI, page 47:1-47:6. ACM, (2019)Goalkeeper: A Zero-Sum Exergame for Motivating Physical Activity., , , and . INTERACT (3), volume 12934 of Lecture Notes in Computer Science, page 65-86. Springer, (2021)Design and evaluation of a wearable AR system for sharing personalized content on ski resort maps., , , , , and . MUM, page 141-152. ACM, (2016)Does locality make a difference? Assessing the effectiveness of location-aware narratives., , , and . Interact. Comput., 24 (4): 273-279 (2012)SkiAR: Wearable Augmented Reality System for Sharing Personalized Content on Ski Resort Maps., , , , and . AH, page 46:1-46:2. ACM, (2016)Can Less be More?: Contrasting Limited, Unlimited, and Automatic Picture Capture for Augmenting Memory Recall., , , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 1 (2): 21:1-21:22 (2017)