Your selections:
Mouse movement trajectories as an indicator of cognitive workload
- Thorpe, Alexander, Friedman, Jason, Evans, Sylvia, Nesbitt, Keith, Eidels, Ami
A systematic review of empirical measures of workload capacity
- Thorpe, Alexander, Nesbitt, Keith, Eidels, Ami
Assessing cross-modal interference in the detection response task
- Thorpe, Alexander, Innes, Reilly, Townsend, James, Heath, Rachel, Nesbitt, Keith, Eidels, Ami
Correlating reaction time and nausea measures with traditional measures of cybersickness
- Nesbitt, Keith, Davis, Simon, Blackmore, Karen, Nalivaiko, Eugene
Evaluating WaveWatch: an ambient display of web traffic
- Shelton, Ben, Nesbitt, Keith
Future training - simulations, virtual reality, serious games and augmented reality
- Croft, Hayley, Nesbitt, Keith, Rasiah, Rohan, Levett-Jones, Tracy, Gilligan, Conor
Using optical flow as an objective metric of cybersickness in virtual environments
- Smith, Shamus P., Blackmore, Karen, Nesbitt, Keith
A concurrent think aloud study of engagement and usability in a serious game
- Hookham, Geoffrey, Bewick, Bridgette, Kay-Lambkin, Frances, Nesbitt, Keith
Comparing usability and engagement between a serious game and a traditional online program
- Hookham, Geoffrey, Nesbitt, Keith, Kay-Lambkin, Frances
Designing informative sound to enhance a simple decision task
- Nesbitt, Keith, Williams, Paul, Ng, Patrick, Blackmore, Karen, Eidels, Ami
Post-error recklessness and the hot hand
- Williams, Paul, Heathcote, Andrew, Nesbitt, Keith, Eidels, Ami
The aesthetic awareness display - a new design pattern for ambient information systems
- Shelton, Ben, Nesbitt, Keith
Using startle probe to compare affect and engagement between a serious game and an online intervention program
- Hookham, Geoffrey, Kay-Lambkin, Frances, Blackmore, Karen, Nesbitt, Keith
WaveWatch – developing an ambient display of web traffic
- Shelton, Ben, Nesbitt, Keith
A meta-analysis of data collection in serious games research
- Smith, Shamus P., Blackmore, Karen, Nesbitt, Keith
A position paper managing youth screen time versus physical activity: encouraging active living in a technological focussed generation
- Altamimi, Reem, Nesbitt, Keith, Skinner, Geoff
Comparing the onset of cybersickness using the Oculus Rift and two virtual roller coasters
- Davis, Simon, Nesbitt, Keith, Nalivaiko, Eugene
Gamification for education: designing a pharmacy education game
- Hookham, Geoffrey, Nesbitt, Keith, Cooper, Joyce, Croft, Hayley, Rasiah, Rohan
Modelling academics as agents: an implementation of an agent-based strategic publication model
- Gu, Xin, Blackmore, Karen, Cornforth, David, Nesbitt, Keith
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