Jonathan Freeman

According to our database1, Jonathan Freeman authored at least 42 papers between 1999 and 2023.

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

Timeline

Legend:

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Links

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Bibliography

2023
Understanding Individual Differences in Mental Health and Video Games.
Proceedings of the HCI in Games, 2023

2022
Rereading the Narrative Paradox for Virtual Reality Theatre.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Apples and Oranges: A Study of "Tend & Befriend" as a Phenomenon in Digital Games.
Proceedings of the HCI in Games, 2022

Targeting IMPACT: A New Psychological Model of User Experience.
Proceedings of the HCI in Games, 2022

Social Anxiety Strategies Through Gaming.
Proceedings of the HCI in Games, 2022

2019
Integrating neurophysiologic relevance feedback in intent modeling for information retrieval.
J. Assoc. Inf. Sci. Technol., 2019

Game design frameworks: where do we start?
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

The Role of Uncertainty in Moment-to-Moment Player Motivation: A Grounded Theory.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

2016
Adapting the System to Users Based on Implicit Data: Ethical Risks and Possible Solutions.
Proceedings of the Symbiotic Interaction, 2016

2015
Comparing Input Sensors in an Immersive Mixed-Reality Environment for Human-Computer Symbiosis.
Proceedings of the Symbiotic Interaction - 4th International Workshop, 2015

Applying Psychology Research to Shopper Mindsets with Implications for Future Symbiotic Search Systems.
Proceedings of the Symbiotic Interaction - 4th International Workshop, 2015

Developing a Symbiotic System for Scientific Information Seeking: The MindSee Project.
Proceedings of the Symbiotic Interaction - 4th International Workshop, 2015

Symbiotic Adaptive Interfaces: A Case Study Using BrainX3.
Proceedings of the Symbiotic Interaction - 4th International Workshop, 2015

2014
Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?
Cyberpsychology Behav. Soc. Netw., 2014

Ghosts in the Machines: Towards a Taxonomy of Human Computer Interaction.
Proceedings of the Symbiotic Interaction - Third International Workshop, 2014

Symbiotic Interaction: A Critical Definition and Comparison to other Human-Computer Paradigms.
Proceedings of the Symbiotic Interaction - Third International Workshop, 2014

2013
Audio Drama and the Imagination.
J. Media Psychol. Theor. Methods Appl., 2013

Cognitive training via interactive television: drivers, barriers and potential users.
Univers. Access Inf. Soc., 2013

Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies?
Comput. Hum. Behav., 2013

Immersive FPS games: user experience and performance.
Proceedings of the 2013 ACM international workshop on Immersive media experiences, 2013

2012
Are immerrsive FPS games enjoyable?
Proceedings of the 18th ACM Symposium on Virtual Reality Software and Technology, 2012

CaveUDK: a VR game engine middleware.
Proceedings of the 18th ACM Symposium on Virtual Reality Software and Technology, 2012

Incorporating subliminal perception in synthetic environments.
Proceedings of the 2012 ACM Conference on Ubiquitous Computing, 2012

2011
CEEDs: Unleashing the Power of the Subconscious.
Proceedings of the 2nd European Future Technologies Conference and Exhibition, 2011

Social Architecture and the Emergence of Power Laws in Online Social Games.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

2009
Familiars: representing Facebook users' social behaviour through a reflective playful experience.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
A Comparative Study of Remote Controls for Digital TV Receivers.
Proceedings of the Changing Television Environments, 6th European Conference, 2008

2007
The Use of Improvisational Role-Play in User Centered Design Processes.
Proceedings of the Human-Computer Interaction. Interaction Design and Usability, 2007

2004
Pressing the right buttons: taking the viewer there.
Interact. Comput., 2004

2003
Helping Viewers Press the Right Buttons: Generating Intuitive Labels for Digital Terrestrial TV remote controls.
PsychNology J., 2003

The Vista Project: Broadening Access To Digital TV Electronic Programme Guides.
PsychNology J., 2003

2002
Combining Performance Aspects of Irregular Gauss-Seidel Via Sparse Tiling.
Proceedings of the Languages and Compilers for Parallel Computing, 15th Workshop, 2002

2001
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory.
Presence Teleoperators Virtual Environ., 2001

Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence.
Presence Teleoperators Virtual Environ., 2001

Toward a Core Bibliography of Presence.
Cyberpsychology Behav. Soc. Netw., 2001

Presence: Where Are We?
Cyberpsychology Behav. Soc. Netw., 2001

Presence a global media quality metric.
Proceedings of the 7th EG Workshop on Virtual Environments, 2001

2000
Using Behavioral Realism to Estimate Presence: A Study of the Utility of Postural Responses to Motion-Stimuli.
Presence Teleoperators Virtual Environ., 2000

Presence: concept, determinants, and measurement.
Proceedings of the Human Vision and Electronic Imaging V, 2000

Focus group exploration of presence through advanced broadcast services.
Proceedings of the Human Vision and Electronic Imaging V, 2000

1999
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence.
Presence Teleoperators Virtual Environ., 1999

Overview of the Second International Workshop on Presence: April 6-7, 1999, Colchester, England.
Cyberpsychology Behav. Soc. Netw., 1999


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