89 results on '"Paul Tennent"'
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2. Collision Design.
3. How Artists Improvise and Provoke Robotics.
4. Infrastructures for Virtual Volunteering at Online Music Festivals.
5. Manipulating Rotational Perception in Virtual Reality.
6. Articulating Soma Experiences using Trajectories.
7. Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant Kitchen.
8. Soma Design and Sensory Misalignment.
9. Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction.
10. Unpacking Non-Dualistic Design: The Soma Design Case.
11. How Stress and Mental Workload are Connected.
12. The Limitations of Reality.
13. Thresholds: Embedding Virtual Reality in the Museum.
14. Appropriate Control Methods for Mobile Virtual Exhibitions.
15. Discomfort - The Dark Side of Fun.
16. Demo hour.
17. Data-inspired co-design for museum and gallery visitor experiences.
18. Archives of Thrill: The V-Armchair Experience.
19. The Challenges of Visual-Kinaesthetic Experience.
20. Touchomatic: Interpersonal Touch Gaming In The Wild.
21. Twenty Years of The Mixed Reality Laboratory.
22. How Stress Affects Functional Near-Infrared Spectroscopy (fNIRS) Measurements of Mental Workload.
23. On Becoming a Counsellor: Challenges and Opportunities to Support Interpersonal Skills Training.
24. Vicarious: A Flexible Framework for the Creative Use of Sensed Biodata.
25. Exploring skin conductance synchronisation in everyday interactions.
26. Do Lab Effects Transfer into the Real-World? And Should We Care?
27. Mobile interaction does not exist.
28. The machine in the ghost: augmenting broadcasting with biodata.
29. Abstract Machines: Overlaying Virtual Worlds on Physical Rides.
30. Sensory Alignment in Immersive Entertainment.
31. Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring.
32. The network from above and below.
33. The gas mask: a probe for exploring fearsome interactions.
34. 9. Data-Driven Visiting Experiences
35. Immersive, Creative, Inclusive
36. The Challenges of Using Biodata in Promotional Filmmaking.
37. Playful Campaigning.
38. Using Location, Bearing and Motion Data to Filter Video and System Logs.
39. Supporting ethnographic studies of ubiquitous computing in the wild.
40. Interweaving mobile games with everyday life.
41. Gaming on the edge: using seams in ubicomp games.
42. Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game.
43. Three applications for mobile epidemic algorithms.
44. Improving simulated consumption context with virtual Reality: A focus on participant experience
45. Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction
46. Thresholds
47. Hybrid Museum Experiences : Theory and Design
48. Data-inspired co-design for museum and gallery visitor experiences
49. Data-Driven Visiting Experiences
50. Introducing DRS (The Digital Replay System): a Tool for the Future of Corpus Linguistic Research and Analysis.
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