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1. An Equitable Experience? How HCI Research Conceptualizes Accessibility of Virtual Reality in the Context of Disability

2. Leveraging Virtual Reality Simulation to Engage Non-Disabled People in Reflection on Access Barriers for Disabled People

3. An Investigation of the Test-Retest Reliability of the miniPXI

4. Disengagement From Games: Characterizing the Experience and Process of Exiting Play Sessions

5. Designing for Disengagement: Challenges and Opportunities for Game Design to Support Children's Exit From Play

6. The next decade in accessibility research

8. Designing Technology for Neurodivergent Self-determination: Challenges and Opportunities

10. Evaluation of Eyelander, A Video Game Designed to Engage Children and Young People with Homonymous Visual Field Loss in Compensatory Training

12. Effect of within-session breaks in play on responsible gambling behaviour during sustained monetary losses

13. A Living Framework for Understanding Cooperative Games

19. Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games

30. Tackling the Lack of a Practical Guide in Disability-Centered Research.

31. Game-based Powered Wheelchair Skills Training: Examining Tensions Between Player Engagement and Therapeutic Requirements.

36. Reflecting on Hybrid Events: Learning from a Year of Hybrid Experiences

43. Stigma of ADHD in adolescents: a game-based awareness training to facilitate attitude change in schools

44. Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games

45. Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer

46. Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community

47. Designing a smartphone exergame for children with cerebral palsy in the home environment

48. Virtual Reality for Health and Wellbeing

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