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Your search keyword '"Mark Chignell"' showing total 249 results

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249 results on '"Mark Chignell"'

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51. Cluster-Boosted Multi-Task Learning Framework for Survival Analysis

52. List of Contributors

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

54. Age-sensitive well-being support

55. Nature and Nurturance Across the Ages: Modest Means for Modern Times

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

57. A quantitative relationship between Application Performance Metrics and Quality of Experience for Over-The-Top video

58. The HCI living curriculum as a community of practice

59. Gait-Guided Adaptive Interfaces: Managing Cognitive Load In Older Users

60. Testing the Effects of Peak, End, and Linear Trend on Evaluations of Online Video Quality of Experience

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

62. Ambient Activity Technologies for Managing Responsive Behaviours in Dementia

63. A case study in visualizing disruptions to service quality

64. Technology profiles as proxies for measuring functional and frailty status

65. Cognitive capacity and smartphone dual-task gait measurement

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

67. Tuning a Cancer Patient Typology Based on Emergency Department Visits

68. Predicting Emergency Department Visits Based on Cancer Patient Types

69. Overall Quality Performance of Long-Term Care Homes in Ontario

70. Comparing immersiveness and perceptibility of spherical and curved displays

71. Assessment of Technical Quality of Online Video Using Visualization in Place of Experience

72. Tablet-Based Frailty Assessments in Emergency Care for Older Adults

73. Smartphone-Based Audio-Biofeedback System for Shoulder Joint Tele-Rehabilitation

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

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

76. Enhancing the uptake of systematic reviews of effects: what is the best format for health care managers and policy-makers? A mixed-methods study

78. TOWARDS THE HCI LIVING CURRICULUM

79. Improving the Ergonomics of Cognitive Assessment with Serious Games

80. A virtual marketplace for goods and services for people with social needs

81. Subjective QoE assessment on video service: Laboratory controllable approach

82. UI Design for an Engineering Process: Programming Experiments on a Liquid Handling Robot

83. Serious Games for Dementia

84. Distillation of Knowledge from the Research Literature on Alzheimer's Dementia

85. Combining Speed and Accuracy into a Global Measure of Performance

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

87. PHR User Privacy Concerns and Behaviours

88. Nonconfidential Patient Types in Emergency Clinical Decision Support

89. Looking or Listening?

90. Shared Input Multimodal Mobile Interfaces: Interaction Modality Effects on Menu Selection in Single-Task and Dual-Task Environments

91. Capturing User Behavior in Subjective Quality Assessment of OTT Video Service

92. Assessing unreliability in OTT video QoE subjective evaluations using clustering with idealized data

93. Peak-end effects in video Quality of Experience

94. Understanding the relationships between performance metrics and QoE for Over-The-Top video

95. Can Cluster-Boosted Regression Improve Prediction of Death and Length of Stay in the ICU?

97. Impact of technical and Content Quality on Overall Experience of OTT video

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

99. Measuring the Emotional Impacts of Multimedia eHealth

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

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