David J. Brown

According to our database1, David J. Brown authored at least 40 papers between 1995 and 2019.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2019
Clinical assessment of depth sensor based pose estimation algorithms for technology supervised rehabilitation applications.
I. J. Medical Informatics, 2019

2018
Evaluating the Accessibility of Scratch for Children with Cognitive Impairments.
Proceedings of the Universal Access in Human-Computer Interaction. Methods, Technologies, and Users, 2018

2017
A survey on computational intelligence approaches for predictive modeling in prostate cancer.
Expert Syst. Appl., 2017

2016
A brain-computer interface for the Dasher alternative text entry system.
Universal Access in the Information Society, 2016

A new hybrid global optimization approach for selecting clinical and biological features that are relevant to the effective diagnosis of ovarian cancer.
Proceedings of the 2016 IEEE Symposium Series on Computational Intelligence, 2016

Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Communication in People with Autism?
Proceedings of the 2016 International Conference on Interactive Technologies and Games, 2016

A Comparison of Humanoid and Non-humanoid Robots in Supporting the Learning of Pupils with Severe Intellectual Disabilities.
Proceedings of the 2016 International Conference on Interactive Technologies and Games, 2016

Breast Cancer Diagnosis Using a Hybrid Genetic Algorithm for Feature Selection Based on Mutual Information.
Proceedings of the 2016 International Conference on Interactive Technologies and Games, 2016

2015
Implementing a Robot-Based Pedagogy in the Classroom: Initial Results from Stakeholder Interviews.
Proceedings of the 2015 International Conference on Interactive Technologies and Games, 2015

Co-design of a Prostate Cancer Serious Game for African Caribbean Men.
Proceedings of the 2015 International Conference on Interactive Technologies and Games, 2015

2014
Remote Operation of Robots via Mobile Devices to Help People with Intellectual Disabilities.
Proceedings of the 2014 International Conference on Interactive Technologies and Games, 2014

Using a Blended Pedagogical Framework to Guide the Applications of Games in Non-formal Contexts.
Proceedings of the 2014 International Conference on Interactive Technologies and Games, 2014

An Intelligent Serious Game for Supporting African and African Caribbean Men during Pre- and Post-Diagnosis of Prostate Cancer.
Proceedings of the 2014 International Conference on Interactive Technologies and Games, 2014

Engaging Students with Profound and Multiple Disabilities Using Humanoid Robots.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014

2013
Enhancing the tracking capabilities of the Microsoft Kinect for stroke rehabilitation.
Proceedings of the IEEE 2nd International Conference on Serious Games and Applications for Health, 2013

Engaging Students with Intellectual Disabilities through Games Based Learning and Related Technologies.
Proceedings of the Universal Access in Human-Computer Interaction. Applications and Services for Quality of Life, 2013

2012
RECALL - Location Based Services for Excluded Communities.
Proceedings of the Advances in Web-Based Learning - ICWL 2012, 2012

2011
Designing Serious Games for People with Disabilities: Game, Set and Match to the Wii™.
IJGBL, 2011

The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients.
IJGBL, 2011

Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service.
IJGBL, 2011

An evaluation of the Wii Nunchuk as an alternative assistive device for people with intellectual and physical disabilities using switch controlled software.
Computers & Education, 2011

Designing location-based learning experiences for people with intellectual disabilities and additional sensory impairments.
Computers & Education, 2011

Simulating visual impairments using the Unreal Engine 3 game engine.
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011

Dual camera motion capture for serious games in stroke rehabilitation.
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011

Can participating in games based learning improve mathematic skills in students with intellectual disabilities?
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011

2010
User Interface Evaluation of Serious Games for Students with Intellectual Disability.
Proceedings of the Computers Helping People with Special Needs, 2010

2006
Virtual reality and its role in removing the barriers that turn cognitive impairments into intellectual disability.
Virtual Reality, 2006

Systematic Evaluation of Current Control Devices Used by People with Intellectual Disabilities in Non-Immersive Virtual Environments.
Cyberpsy., Behavior, and Soc. Networking, 2006

2005
Text formats and web design for visually impaired and dyslexic readers - Clear Text for All.
Interacting with Computers, 2005

Virtual Reality in the Rehabilitation of People with Intellectual Disabilities: Review.
Cyberpsy., Behavior, and Soc. Networking, 2005

2002
Virtual Travel Training for People with Learning Disabilities Accessing Employment Including the Introduction to the Special Thematic Session "Virtual Reality".
Proceedings of the Computers Helping People with Special Needs, 2002

Literacy and Numeracy Edutainment Packages for Disaffected Young Learners.
Proceedings of the Computers Helping People with Special Needs, 2002

Online Gardening to Promote Social Inclusion.
Proceedings of the Computers Helping People with Special Needs, 2002

2001
Advanced Design Methodologies for the Production of Virtual Learning Environments for Use by People with Learning Disabilities .
Presence, 2001

The effective use of virtual environments in the education and rehabilitation of students with intellectual disabilities.
BJET, 2001

1999
Structured Evaluation of Virtual Environments for Special Needs Education.
Presence, 1999

The Tutoring Role of Mentors Working with Adults and Elderly People with Learning Disabilities Using Virtual Environments.
Cyberpsy., Behavior, and Soc. Networking, 1999

An illustrated methodology for the development of virtual learning environments for use by people in special needs education.
Proceedings of the Human-Computer Interaction: Communication, 1999

1997
Virtual Environments in Special-Needs Education.
Commun. ACM, 1997

1995
Manufacturing Operations in Virtual Environments.
Presence, 1995


  Loading...