3,182 results on '"Regan, L"'
Search Results
302. Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design.
303. Gamifying behaviour that leads to learning.
304. The design and evaluation of a classroom exergame.
305. Is movement better?: comparing sedentary and motion-based game controls for older adults.
306. Posture training with real-time visual feedback.
307. Control your game-self: effects of controller type on enjoyment, motivation, and personality in game.
308. The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments.
309. Tailoring persuasive health games to gamer type.
310. KINECTwheels: wheelchair-accessible motion-based game interaction.
311. Wheelchair-based game design for older adults.
312. Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design
313. Total Usual Micronutrient Intakes Compared to the Dietary Reference Intakes among U.S. Adults by Food Security Status
314. Current Sodium Intakes in the United States and the Modelling of Glutamate’s Incorporation into Select Savory Products
315. 'I'm just here to play games': social dynamics and sociality in an online game site.
316. Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants.
317. iEpi: an end to end solution for collecting, conditioning and utilizing epidemiologically relevant data.
318. Modeling Musical Mood From Audio Features and Listening Context on an In-Situ Data Set.
319. Creating and interpreting abstract visualizations of emotion.
320. Full-body motion-based game interaction for older adults.
321. The acute cognitive benefits of casual exergame play.
322. Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants
323. Meeting with Media: Comparing Synchronous Media Sharing and Icebreaker Questions in Initial Interactions via Video Chat
324. How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety
325. Under Pressure
326. Seek What You Need
327. Videogame Play and Wellbeing Among a First Episode Psychosis Population
328. Development of Food Pattern Recommendations for Infants and Toddlers 6–24 Months of Age to Support the Dietary Guidelines for Americans, 2020–2025
329. Association of food insecurity with dietary intakes and nutritional biomarkers among US children, National Health and Nutrition Examination Survey (NHANES) 2011–2016
330. Fewer US adults had low or transitional vitamin B12 status based on the novel combined indicator of vitamin B12 status compared with individual, conventional markers, NHANES 1999–2004
331. Overview of dietary assessment methods for measuring intakes of foods, beverages, and dietary supplements in research studies
332. Calibration games: making calibration tasks enjoyable by adding motivating game elements.
333. Evaluation of emotional response to non-photorealistic images.
334. The impact of negative game reviews and user comments on player experience.
335. Influencing Experience: The Effects of Reading Game Reviews on Player Experience.
336. Gemini: A Pervasive Accumulated Context Exergame.
337. BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey.
338. GrabApple: The Design of a Casual Exergame.
339. Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments.
340. Effects of view, input device, and track width on video game driving.
341. Target assistance for subtly balancing competitive play.
342. Biofeedback game design: using direct and indirect physiological control to enhance game interaction.
343. The effects of intended use on target acquisition.
344. Brain and body interfaces: designing for meaningful interaction.
345. Identifying emotional states using keystroke dynamics.
346. BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey
347. Gemini: A Pervasive Accumulated Context Exergame
348. Influencing Experience: The Effects of Reading Game Reviews on Player Experience
349. GrabApple: The Design of a Casual Exergame
350. Success of Occlusal Aperture Access for Endodontic Therapy of Canine Teeth in Dogs
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