Anthony Lewis Brooks

According to our database1, Anthony Lewis Brooks authored at least 50 papers between 2005 and 2020.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Homepages:

On csauthors.net:

Bibliography

2020
Shifting Boundaries: Practices and Theories, Arts and Technologies.
Digit. Creativity, 2020

2019
Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation, Healthcare, and Inclusive Well-Being.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Innovation, Inclusion and Emerging Technologies.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

Learning Designs and Participation Through Digital Technologies.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

Design as a Knowledge Constructing Activity.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

Arts and Artist.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

Games, Gamification and Accessible Games.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

Extended Realities, Artificial Intelligence and Interfaces.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

Targeting Experiences.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

2018
An Interactive Multisensory Virtual Environment for Developmentally Disabled.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

Design, Learning and Innovation in Developing a Physical Activity Training Network: L.U.C.A.S Project.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

ArtsIT/DLI History, Research and Network Development.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

Contemporary Installation Art and Phenomenon of Digital Interactivity: Aha Experiences - Recognition and Related Creating with and for Affordances.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

Why It's Art.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

2017
Interactive Artist - Affective Painting in Multimedia Sensor Space.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

2016
Zoom: A Serious Games Intervention Design Model - When Games Alone Are Not Enough!
Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications, 2016

ArtsIT + DLI: Invited Paper.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2016

2015
Sensors for the Senses: Meaning-making via self-active entertainment experiences.
EAI Endorsed Trans. e Learn., 2015

Augmentation of Board Games Using Smartphones.
Proceedings of the Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being, 2015

Rehabilitation of Balance-Impaired Stroke Patients Through Audio-Visual Biofeedback.
Proceedings of the Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being, 2015

Virtual Interactive Space (VIS): Creating a Unique Dynamic HCI Ludic Engaging Design (Apparatus/Method) for Human Performance and (Re)Habilitation.
Proceedings of the Universal Access in Human-Computer Interaction. Access to Interaction, 2015

Designing with Young Children: Lessons Learned from a Co-creation of a Technology-Enhanced Playful Learning Environment.
Proceedings of the Design, User Experience, and Usability: Interactive Experience Design, 2015

2014
Technologies of Inclusive Well-Being at the Intersection of Serious Games, Alternative Realities, and Play Therapy.
Proceedings of the Technologies of Inclusive Well-Being, 2014

Disruptive Innovation in Healthcare and Rehabilitation.
Proceedings of the Technologies of Inclusive Well-Being, 2014

ICT in the arts: creative industries impact and contribution.
Int. J. Arts Technol., 2014

Two Innovative Healthcare Technologies at the Intersection of Serious Games, Alternative Realities, and Play Therapy.
Proceedings of the Innovation in Medicine and Healthcare 2014, 2014

The Performance of Self in the Context of Shopping in a Virtual Dressing Room System.
Proceedings of the HCI in Business - First International Conference, 2014

A Virtual Dressing Room for People with Asperger's Syndrome - A Usability Study to Realise Design Goals.
Proceedings of the Universal Access in Human-Computer Interaction. Design for All and Accessibility Practice, 2014

Engagement in Game-Based Rehabilitation for Women with Fibromyalgia Syndrome.
Proceedings of the Universal Access in Human-Computer Interaction. Aging and Assistive Environments, 2014

Medium for Children's Creativity: A Case Study of Artifact's Influence.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014

Towards an inclusive virtual dressing room for wheelchair-bound customers.
Proceedings of the 2014 International Conference on Collaboration Technologies and Systems, 2014

An Internet of things resource for rehabilitation.
Proceedings of the 2014 International Conference on Collaboration Technologies and Systems, 2014

Digital Creativity: Children's Playful Mastery of Technology.
Proceedings of the Arts and Technology - Fourth International Conference, 2014

2013
Active and Non-Active Volumetric Information Spaces to Supplement Traditional Rehabilitation.
J. Res. Pract. Inf. Technol., 2013

Towards a Next Generation Universally Accessible 'Online Shopping-for-Apparel' System.
Proceedings of the Human-Computer Interaction. Users and Contexts of Use, 2013

Facilitators' Intervention Variance and Outcome Influence When Using Video Games with Fibromyalgia Patients.
Proceedings of the Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management. Healthcare and Safety of the Environment and Transport, 2013

Human Computer Confluence in Rehabilitation: Digital Media Plasticity and Human Performance Plasticity.
Proceedings of the Universal Access in Human-Computer Interaction. Applications and Services for Quality of Life, 2013

The Effects of Mirroring in a Playful Virtual Environment: A Comparative Study with Children and Adults Having Impairments.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2013

Neuroaesthetic Resonance.
Proceedings of the Arts and Technology, Third International Conference, 2013

2009
Editorial.
Digit. Creativity, 2009

Soundscapes/Artabilitation - Evolution of a Hybrid Human Performance Concept, Method & Apparatus Where Digital Interactive Media, The Arts, & Entertainment are Combined.
Proceedings of the Handbook of Multimedia for Digital Entertainment and Arts, 2009

2007
Non-formal therapy and learning potentials through human gesture synchronised to robotic gesture.
Univers. Access Inf. Soc., 2007

The <i>Picturing Sound</i> multisensory environment: an overview as entity of phenomenon.
Digit. Creativity, 2007

Empowered interaction through creativity.
Digit. Creativity, 2007

Editorial: ArtAbilitation.
Digit. Creativity, 2007

SoundScapes: non-formal learning potentials from interactive VEs.
Proceedings of the 34. International Conference on Computer Graphics and Interactive Techniques, 2007

Artabilitation Icmc Panel Paper Denmark 2007: non-Formal rehabilitation via Immersive Interactive Music Environments.
Proceedings of the 2007 International Computer Music Conference, 2007

2006
Virtual and Physical Toys: Open-Ended Features for Non-Formal Learning.
Cyberpsychology Behav. Soc. Netw., 2006

2005
Enhanced gesture capture in virtual interactive space (VIS).
Digit. Creativity, 2005

Raw emotional signalling, via expressive behaviour.
Proceedings of the 2005 international conference on Augmented tele-existence, 2005


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