101 results on '"Vermeeren, Arnold"'
Search Results
2. Using Mobile Technologies to Capture the Visitor Experience
3. Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies
4. Digitally enriched museum experiences – what technology can do.
5. Digitally enriched museum experiences – what technology can do
6. Measuring and comparing novelty for design solutions generated by young children through different design methods
7. The Smart Steering Wheel Cover Design: A Case Study of Industrial-Academic Collaboration in Human-Computer Interaction
8. Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
9. Creating room for citizen perspectives in ‘smart city’ Amsterdam through interactive theatre
10. Privacy-Preserving Emotion Detection for Crowd Management
11. About Experience and Emergence - A Framework for Decentralized Interactive Play Environments
12. A Research Framework for Playful Persuasion Based on Psychological Needs and Bodily Interaction
13. Using Mobile Technologies to Capture the Visitor Experience
14. Designing Trajectories of Experiences: In Museums, Around Museums, or Including Museums
15. Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies
16. How to get small museums involved in digital innovation
17. Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
18. Designing Persuasive Interactive Environments
19. User Experience Evaluation – Which Method to Choose?
20. User Experience Evaluation Methods in Product Development (UXEM’09)
21. THE IMMERSION CYCLE: UNDERSTANDING IMMERSIVE EXPERIENCES THROUGH A CYCLICAL MODEL
22. 3D Reproductions of Cultural Heritage Artifacts: Evaluation of Significance and Experience
23. Privacy-Preserving Emotion Detection for Crowd Management
24. User Experience Evaluation – Which Method to Choose?
25. User Experience Evaluation Methods in Product Development (UXEM’09)
26. Positive emotions for inciting behavior - Playing with paintings to enhance museum experiences
27. Relevance by Play
28. A Case Study on Gamified Interventions for Team Cohesion in Factory Work
29. A cookbook method for Persuasive Game Design
30. Balancing Game Rules for Improving Creative Output of Group Brainstorms.
31. Video-mediated Participation in Virtual Museum Tours for Older Adults
32. Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior
33. Involving the Crowd in Future Museum Experience Design
34. Facilitating the take-up of new HCI practices: a ‘diffusion of innovations’ perspective
35. 10373 Abstracts Collection ��� Demarcating User eXperience
36. Design-inclusive UX research: design as a part of doing user experience research
37. A study on relation between crowd emotional feelings and action tendencies
38. Made for sharing
39. Theories behind UX research and how they are used in practice
40. User experience evaluation methods
41. Usability Problem Reports for Comparative Studies: Consistency and Inspectability
42. Comparing the creativity of children's design solutions based on expert assessment
43. Towards a shared definition of user experience
44. Towards a UX Manifesto
45. Design-inclusive UX research: design as a part of doing user experience research.
46. pOwerball
47. UX research.
48. Assessing usability evaluation methods on their effectiveness to elicit verbal comments from children subjects
49. Understanding, scoping and defining user experience.
50. DEVAN: A tool for detailed video analysis of user test data
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.