Karen Blackmore

Orcid: 0000-0002-9111-0293

According to our database1, Karen Blackmore authored at least 21 papers between 2002 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
A Novel Method of Exploring the Uncanny Valley in Avatar Gender(Sex) and Realism Using Electromyography.
Big Data Cogn. Comput., 2022

Insights from the Uncanny Valley: Gender(Sex) Differences in Avatar Realism and Uncanniness Perceptions.
Proceedings of the Computer-Human Interaction Research and Applications, 2022

Observing the Uncanny Valley: Gender Differences in Perceptions of Avatar Uncanniness.
Proceedings of the 6th International Conference on Computer-Human Interaction Research and Applications, 2022

2021
Gender Differences when Adopting Avatars for Educational Games.
Proceedings of the ACSW '21: 2021 Australasian Computer Science Week Multiconference, 2021

2019
Developing a scholar classification scheme from publication patterns in academic science: A cluster analysis approach.
J. Assoc. Inf. Sci. Technol., 2019

Using Game-Based Environments to Measure Cognitive Decision Making.
Proceedings of the Entertainment Computing and Serious Games, 2019

Towards Cognitive Adaptive Serious Games: A Conceptual Framework.
Proceedings of the Entertainment Computing and Serious Games, 2019

2017
Quantitative study on Australian academic science.
Scientometrics, 2017

Characterisation of academic journals in the digital age.
Scientometrics, 2017

Correlating reaction time and nausea measures with traditional measures of cybersickness.
Displays, 2017

Gender and the perception of emotions in avatars.
Proceedings of the Australasian Computer Science Week Multiconference, 2017

2016
Recent trends in academic journal growth.
Scientometrics, 2016

Exploring Avatar Facial Fidelity and Emotional Expressions on Observer Perception of the Uncanny Valley.
Proceedings of the Intersections in Simulation and Gaming, 2016

Using startle probe to compare affect and engagement between a serious game and an online intervention program.
Proceedings of the Australasian Computer Science Week Multiconference, 2016

Using startle reflex to compare playing and watching in a horror game.
Proceedings of the Australasian Computer Science Week Multiconference, 2016

2015
Modelling Academics as Agents: An Implementation of an Agent-Based Strategic Publication Model.
J. Artif. Soc. Soc. Simul., 2015

Sound Improves Player Performance in a Multiplayer Online Battle Arena Game.
Proceedings of the Artificial Life and Computational Intelligence, 2015

2014
The Publishing Game: An Analysis of "Game" Related Academic Publishing Patterns.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

2011
Visualisation in biomedicine as a means of data evaluation.
J. Vis., 2011

2005
Data Mining of Missing Persons Data.
Proceedings of the Classification and Clustering for Knowledge Discovery, 2005

2002
Data Mining of Missing Persons Data.
Proceedings of the FSDK'02, 2002


  Loading...