Your selections:
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
Prediction of game performance in Australian football using heart rate variability measures
- Cornforth, David, Campbell, Piers, Nesbitt, Keith, Robinson, Dean, Jelinek, Herbert F.
Sound improves player performance in a multiplayer online battle arena game
- Ng, Patrick, Nesbitt, Keith, Blackmore, Karen
The impact of playing commercial video games on learning in young children: an exploratory study
- Fowler, Allan, Canossa, Alessandro, Nesbitt, Keith
Using the startle eye-blink to measure affect in players
- Nesbitt, Keith, Blackmore, Karen, Hookham, Geoffrey, Kay-Lambkin, Frances, Walla, Peter
- Altamimi, Reem, Skinner, Geoff, Nesbitt, Keith
A systematic review of cybersickness
- Davis, Simon, Nesbitt, Keith, Nalivaiko, Eugene
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