Stephen Tang

Affiliations:
  • Liverpool John Moores University, UK (PhD 2013)


According to our database1, Stephen Tang authored at least 21 papers between 2005 and 2021.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2021
A randomised control trial for measuring student engagement through the Internet of Things and serious games.
Internet Things, 2021

2019
A Hybrid Hierarchical Framework for Gym Physical Activity Recognition and Measurement Using Wearable Sensors.
IEEE Internet Things J., 2019

2018
A Framework for the Visualisation of Cyber Security Requirements and Its Application in BPMN.
Proceedings of the Guide to Vulnerability Analysis for Computer Networks and Systems, 2018

A 3-D Security Modeling Platform for Social IoT Environments.
IEEE Trans. Comput. Soc. Syst., 2018

A framework for the integration of serious games and the Internet of Things (IoT).
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

A Hybrid Hierarchical Framework for Free Weight Exercise Recognition and Intensity Measurement with Accelerometer and ECG Data Fusion.
Proceedings of the 40th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2018

2017
Multiple density maps information fusion for effectively assessing intensity pattern of lifelogging physical activity.
Neurocomputing, 2017

Uncertainty Investigation for Personalised Lifelogging Physical Activity Intensity Pattern Assessment with Mobile Devices.
Proceedings of the 2017 IEEE International Conference on Internet of Things (iThings) and IEEE Green Computing and Communications (GreenCom) and IEEE Cyber, 2017

A Measure of Student Engagement for Serious Games and IoT.
Proceedings of the E-Learning and Games - 11th International Conference, 2017

Towards a Framework for the Extension and Visualisation of Cyber Security Requirements in Modelling Languages.
Proceedings of the 10th International Conference on Developments in eSystems Engineering, 2017

2016
Topologies for combining the internet of things and serious games.
J. Intell. Fuzzy Syst., 2016

Adding a Third Dimension to BPMN as a Means of Representing Cyber Security Requirements.
Proceedings of the 9th International Conference on Developments in eSystems Engineering, 2016

Serious Gaming for Pharmacy Education: Development of a Serious Games for Teaching Pharmacist Communication and Drug Administration in a Virtual Hospital Setting.
Proceedings of the 9th International Conference on Developments in eSystems Engineering, 2016

2015
Using Serious Games to Create Awareness on Visual Impairments.
Proceedings of the International Conference on Developments of E-Systems Engineering, 2015

VICTour 1.1: Introducing Virtual Learning Environments and Gamification.
Proceedings of the International Conference on Developments of E-Systems Engineering, 2015

An Application of Game Technology to Virtual University Campus Tour and Interior Navigation.
Proceedings of the International Conference on Developments of E-Systems Engineering, 2015

Passive Indoor Positioning System (PIPS) Using Near Field Communication (NFC) Technology.
Proceedings of the International Conference on Developments of E-Systems Engineering, 2015

A Cyber Security Ontology for BPMN-Security Extensions.
Proceedings of the 15th IEEE International Conference on Computer and Information Technology, 2015

2013
A model-driven framework to support games development : an application to serious games.
PhD thesis, 2013

2011
Game Content Model: An Ontology for Documenting Serious Game Design.
Proceedings of the 2011 Developments in E-systems Engineering, 2011

2005
Extending Soft Models to Game Design: Flow, Challenges and Conflicts.
Proceedings of the Digital Games Research Conference 2005, 2005


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