41 results on '"Silpasuwanchai, Chaklam"'
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2. Data Augmentation for EEG Motor Imagery Classification Using Diffusion Model
3. The relationship between flow proneness in everyday life and variations in the volume of gray matter in the dopaminergic system: A cross-sectional study
4. Making time perception shorter with pitch and interval patterns.
5. Ability-Based Optimization: Designing Smartphone Text Entry Interface for Older Adults
6. Human-Engaged Computing: the future of Human–Computer Interaction
7. Impact of User Mobility on Attentional Tunneling in Handheld AR
8. Making time perception shorter with pitch and interval patterns
9. Comparing Selective Masking Methods for Depression Detection in Social Media
10. A Quick Look at Game Engagement Theories
11. Designing concurrent full-body gestures for intense gameplay
12. Comparative Evaluation of Transformer-Based Nepali Language Models
13. Ability-Based Optimization: Designing Smartphone Text Entry Interface for Older Adults
14. Convolutional Neural Network-Based Low-Powered Wearable Smart Device for Gait Abnormality Detection.
15. Evaluating the Effectiveness of Sentiment-Based Models for Stock Price Prediction
16. On Gesture Combination
17. Attention Regulation Framework
18. Exploring performance of thumb input for pointing and dragging tasks on mobile device
19. Attention Regulation Framework: Designing Self-Regulated Mindfulness Technologies.
20. Approaching Engagement towards Human-Engaged Computing
21. Ability-Based Optimization of Touchscreen Interactions
22. Designing Mobile Interactions for the Ageing Populations
23. Towards Cognitive Enhancement of the Elderly
24. Understanding the Role of Human Senses in Interactive Meditation
25. A Framework for Interactive Mindfulness Meditation Using Attention-Regulation Process
26. Modelling Learning of New Keyboard Layouts
27. How skill balancing impact the elderly player experience?
28. Age-Related Differences in Gross Motor Skills
29. Towards Ability-Based Optimization for Aging Users
30. A Study of Game Engagement through Gamification and Full-body Games
31. Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning
32. Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning
33. Designing Mid-Air TV Gestures for Blind People Using User- and Choice-Based Elicitation Approaches
34. Rethinking Mobile Interfaces for Older Adults
35. Age-Related Differences in Gross Motor Skills.
36. Towards Ability-Based Optimization for Aging Users.
37. Exploring Self-Regulation Based Virtual Learning Environments Using Diary
38. Leveraging and Integrating Eastern and Western Insights for Human Engagement Studies in HCI
39. Only for casual players?
40. Jump and shoot!
41. Exploring Self-Regulation Based Virtual Learning Environments Using Diary
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