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MHC '18: International Workshop on Mobile Human Contributions: Opportunities and Challenges.

, , , , , and . UbiComp/ISWC Adjunct, page 590-593. ACM, (2018)

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MHC '18: International Workshop on Mobile Human Contributions: Opportunities and Challenges., , , , , and . UbiComp/ISWC Adjunct, page 590-593. ACM, (2018)Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions., , , , , , , , , and . CHI PLAY, page 389-400. ACM, (2016)"I Can Watch What I Want": A Diary Study of On-Demand and Cross-Device Viewing., , , and . TVX, page 69-80. ACM, (2018)Demo hour., , , , , , , , , and 7 other author(s). Interactions, 26 (6): 8-11 (2019)SIGCHI Games: The Scope of Games and Play Research at CHI., , , and . CHI Extended Abstracts, page 1088-1091. ACM, (2016)How external and internal resources influence user action: the case of infusion devices., , , and . Cognition, Technology & Work, 18 (4): 793-805 (2016)Using Nature-based Soundscapes to Support Task Performance and Mood., , , and . CHI Extended Abstracts, page 2802-2809. ACM, (2017)Understanding People: A Course on Qualitative and Quantitative HCI Research Methods., , , , and . CHI Extended Abstracts, page 1170-1173. ACM, (2017)"I want to be a captain! I want to be a captain!": gamification in the old weather citizen science project., , , and . Gamification, page 79-82. ACM, (2013)Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games., , , , , and . Int. J. Game Based Learn., 7 (3): 93-97 (2017)