David J. Brown

Orcid: 0000-0002-1677-7485

Affiliations:
  • Nottingham Trent University, UK


According to our database1, David J. Brown authored at least 85 papers between 1995 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2023
In the hands of users with intellectual disabilities: co-designing tangible user interfaces for mental wellbeing.
Pers. Ubiquitous Comput., December, 2023

Enhancing biofeedback-driven self-guided virtual reality exposure therapy through arousal detection from multimodal data using machine learning.
Brain Informatics, December, 2023

Cybersecurity Risk Analysis of Electric Vehicles Charging Stations.
Sensors, August, 2023

Designing accessible visual programming tools for children with autism spectrum condition.
Univers. Access Inf. Soc., June, 2023

Heart Rate Variability-Based Mental Stress Detection: An Explainable Machine Learning Approach.
SN Comput. Sci., March, 2023

From Assistive Technologies to Metaverse: Technologies in Inclusive Higher Education for Students with Specific Learning Difficulties.
CoRR, 2023

From Assistive Technologies to Metaverse - Technologies in Inclusive Higher Education for Students With Specific Learning Difficulties: A Review.
IEEE Access, 2023

Analysis of EV Charging Infrastructure and its impact on Public Adoption: Examining the Critical Role of Charging Stations in the Acceleration of Electric Vehicle Market Growth.
Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments, 2023

Blockchain for Software Maintainability in Healthcare.
Proceedings of the 24th International Conference on Distributed Computing and Networking, 2023

The Use of Explainable Sensor Systems in Classroom Settings - Teacher, Student and Parent Voices on the Value of Sensor Systems.
Proceedings of the Universal Access in Human-Computer Interaction, 2023

Co-designing Virtual Environments for People with Intellectual Disabilities to Assess Cognitive Decline: Methodology.
Proceedings of the HCI International 2023 Posters, 2023

Towards Smart Education in the Industry 5.0 Era: A Mini Review on the Application of Federated Learning.
Proceedings of the IEEE Intl Conf on Dependable, 2023

Decision Tree Approaches to Select High Risk Patients for Lung Cancer Screening Based on the UK Primary Care Data.
Proceedings of the Artificial Intelligence in Medicine, 2023

2022
Beyond Mobile Apps: A Survey of Technologies for Mental Well-Being.
IEEE Trans. Affect. Comput., 2022

Editorial: The Use of Virtual-Reality Interventions in Reducing Anxiety.
Frontiers Virtual Real., 2022

A Deep Concatenated Convolutional Neural Network-Based Method to Classify Autism.
Proceedings of the Neural Information Processing - 29th International Conference, 2022

Privacy-Preserving Federated Learning for Pneumonia Diagnosis.
Proceedings of the Neural Information Processing - 29th International Conference, 2022

A Medical Image Steganography Scheme with High Embedding Capacity to Solve Falling-Off Boundary Problem Using Pixel Value Difference Method.
Proceedings of the Neural Information Processing - 29th International Conference, 2022

Towards the Development of a Machine Learning-Based Action Recognition Model to Support Positive Behavioural Outcomes in Students with Autism.
Proceedings of the Neural Information Processing - 29th International Conference, 2022

Methodology for Co-designing Learning Patterns in Students with Intellectual Disability for Learning and Assessment of Numeracy and Communication Skills.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

Improving Accessibility and Personalisation for HE Students with Disabilities in Two Countries in the Indian Subcontinent - Initial Findings.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

Explainable Multimodal Machine Learning for Engagement Analysis by Continuous Performance Test.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

Towards Explainable and Privacy-Preserving Artificial Intelligence for Personalisation in Autism Spectrum Disorder.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

Leveraging Virtual Reality and Machine Learning as Mediated Learning Tools for Social Skill Development in Learners with Autism Spectrum Condition.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

A Methodology for the Co-design of Shared VR Environments with People with Intellectual Disabilities: Insights from the Preparation Phase.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

Metahumans: Using Facial Action Coding in Games to Develop Social and Communication Skills for People with Autism.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

Towards Machine Learning Driven Self-guided Virtual Reality Exposure Therapy Based on Arousal State Detection from Multimodal Data.
Proceedings of the Brain Informatics - 15th International Conference, 2022

A Nonparametric Model for Forecasting Life Expectancy at Birth Using Gaussian Process.
AII, 2022

2021
Towards Personalised Mental Wellbeing Recognition On-Device using Transfer Learning "in the Wild".
Proceedings of the IEEE International Smart Cities Conference, 2021

Teachers' Perspectives on the Adoption of an Adaptive Learning System Based on Multimodal Affect Recognition for Students with Learning Disabilities and Autism.
Proceedings of the Adaptive Instructional Systems. Design and Evaluation, 2021

Selecting Lung Cancer Patients from UK Primary Care Data: A Longitudinal Study of Feature Trends.
AII, 2021

2020
TangToys: Smart Toys that can Communicate and Improve Children's Wellbeing.
CoRR, 2020

On-Device Transfer Learning for Personalising Psychological Stress Modelling using a Convolutional Neural Network.
CoRR, 2020

Examining the potential impact of digital game making in curricula based teaching: Initial observations.
Comput. Educ., 2020

An evaluation of an adaptive learning system based on multimodal affect recognition for learners with intellectual disabilities.
Br. J. Educ. Technol., 2020

Are Visual Programming Tools for Children Designed with Accessibility in Mind?
Proceedings of the ICETC'20: 12th International Conference on Education Technology and Computers, 2020

TangToys: smart toys to communicate and improve children's wellbeing.
Proceedings of the UbiComp/ISWC '20: 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and 2020 ACM International Symposium on Wearable Computers, 2020

2019
Evaluation of the Create@School Game-Based Learning-Teaching Approach.
Sensors, 2019

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

Challenges of Designing and Developing Tangible Interfaces for Mental Well-being.
CoRR, 2019

Examining engagement and achievement in learners with individual needs through robotic-based teaching sessions.
Br. J. Educ. Technol., 2019

AI-Powered Tangible Interfaces to Transform Children's Mental Well-Being.
Proceedings of the 2019 IEEE SmartWorld, 2019

2018
Evaluation of Game Templates to support Programming Activities in Schools.
CoRR, 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.
Univers. Access Inf. Soc., 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™.
Int. J. Game Based Learn., 2011

The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients.
Int. J. Game Based Learn., 2011

Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service.
Int. J. Game Based Learn., 2011

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

Designing location-based learning experiences for people with intellectual disabilities and additional sensory impairments.
Comput. Educ., 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 Real., 2006

Systematic Evaluation of Current Control Devices Used by People with Intellectual Disabilities in Non-Immersive Virtual Environments.
Cyberpsychology Behav. Soc. Netw., 2006

2005
Text formats and web design for visually impaired and dyslexic readers - Clear Text for All.
Interact. Comput., 2005

Virtual Reality in the Rehabilitation of People with Intellectual Disabilities: Review.
Cyberpsychology Behav. Soc. Netw., 2005

2003
The Development of Control Devices for Virtual Environments for Use by People with Intellectual Disabilities.
Proceedings of the Human-Computer Interaction: Universal Access in HCI: Inclusive Design in the Information Society, 2003

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 Teleoperators Virtual Environ., 2001

The effective use of virtual environments in the education and rehabilitation of students with intellectual disabilities.
Br. J. Educ. Technol., 2001

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

Development and Evaluation of the Virtual City.
Int. J. Virtual Real., 1999

The Tutoring Role of Mentors Working with Adults and Elderly People with Learning Disabilities Using Virtual Environments.
Cyberpsychology Behav. Soc. Netw., 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

1996
Feature vectors for road vehicle scene classification.
Neural Networks, 1996

1995
Manufacturing Operations in Virtual Environments.
Presence Teleoperators Virtual Environ., 1995


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