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44 results on '"Mark Chignell"'

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1. Picture-Word Interference Effects Are Robust With Covert Retrieval, With and Without Gamification

2. Can Cognitive Assessment Games Save Us From Cognitive Decline?

3. A Person-Centered Design Framework for Serious Games for Dementia

4. Flattening the Curve of Cognitive Decline: A Survey of Cognitive Interventions for People Living with Dementia

5. Picture-Word Interference Effects Are Robust With Covert Retrieval, With and Without Gamification

6. Discovering the Causal Structure of the Hamilton Rating Scale for Depression Using Causal Discovery

7. A Longitudinal Study on Quality of Experience (QoE) measures to predict customer’s Likelihood to Recommend (L2R) a service

8. Demographic Effects on Mid-Air Gesture Preference for Control of Devices: Implications for Design

9. Motivating Physical Exercise in the Elderly with Mixed Reality Experiences

10. Age-sensitive well-being support

11. Monitoring Health Status in Long Term Care Through the Use of Ambient Technologies and Serious Games

12. A System for Rewarding Physical and Cognitive Activity in People with Dementia

13. Ambient Activity Technologies for Managing Responsive Behaviours in Dementia

14. Using a serious game to measure executive functioning: Response inhibition ability

15. Comparing immersiveness and perceptibility of spherical and curved displays

16. Physiotherapists' and Physiotherapy Students' Perspectives on the Use of Mobile or Wearable Technology in Their Practice

17. O2‐07‐04: DESIGNING FOR DEMENTIA: THE IMPACT OF INTERACTIVE AMBIENT TECHNOLOGY ON WELL‐BEING IN LONG‐TERM CARE HOMES

18. Improving the Ergonomics of Cognitive Assessment with Serious Games

19. Sensitivity of a Voluntary Interruption of Occlusion Measure to Cognitive Distraction During a Pedal Tracking Task

20. Improving Sense of Well-Being by Managing Memories of Experience

21. Measuring the Emotional Impacts of Multimedia eHealth

22. Identifying Emotion through Implicit and Explicit Measures: Cultural Differences, Cognitive Load, and Immersion

23. Affective Interaction

24. Sliders Rate Valence but not Arousal: Psychometrics of Self-Reported Emotion Assessment

25. Birds of a feather: How personality influences blog writing and reading

26. PROCESS DESIGN FOR MULTIDISCIPLINARY PATIENT CARE MEETINGS: CONSIDERING THE HUMAN FACTOR

27. Improving the Usability and Effectiveness of Online Learning: How Can Avatars help?

28. TABLE- BASED CLINICAL FRAILTY SCALE—AGREEMENT BETWEEN ED PHYSICIANS, PATIENTS AND CAREGIVERS

29. Shifting Between Cognitive and Visual Distraction: The Impact of Cognitive Ability on Distraction Caused by Secondary Tasks

30. Simplifying the Task of Group Gift Giving

31. Emotional Majority Agreement a psychometric property of affective self-report instruments

32. Emotional Bandwidth: Information Theory Analysis of Affective Response Ratings Using a Continuous Slider

33. Session details: Keynote

34. Human—Computer Interaction

37. Same-different judgments under high speed stress: Missing-feature principle predominates in early processing

38. Practical Problems Associated with the Use of Cluster Analysis

39. The classification of patients into diagnostic groups using cluster analysis

40. Further evidence for priming in perceptual matching: temporal, not spatial, separation enhances the fast-same effect

41. Out of site still in mind? A case study in video mediated communication

42. Emotrace: Tracing emotions through human-system interaction

43. Predicting the effects of stress on performance

44. Exploratory Cluster Analysis of Attitude Structure in the New Zealand Electorate

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