Weina Jin

According to our database1, Weina Jin authored at least 11 papers between 2015 and 2019.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2019
Applying Artificial Intelligence to Glioma Imaging: Advances and Challenges.
CoRR, 2019

Ride N' Rhythm, Bike as an Embodied Musical Instrument to Improve Music Perception for Young Children.
CoRR, 2019

2018
A Case Study: Chronic Pain Patients' Preferences for Virtual Reality Games for Pain Distraction.
Proceedings of the Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry, 2018

Automatic Prediction of Cybersickness for Virtual Reality Games.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2018

2017
The design and evaluation of a body-sensing video game to foster empathy towards chronic pain patients.
Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare, 2017

Frustrating Interaction Design of AS IF, an Embodied Interaction Game for Perspective Taking Towards Physical Limitations.
Proceedings of the HCI International 2017 - Posters' Extended Abstracts, 2017

A Collaborative Visualization Tool to Support Doctors' Shared Decision-Making on Antibiotic Prescription.
Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2017

2016
A Virtual Reality Game for Chronic Pain Management: A Randomized, Controlled Clinical Study.
Proceedings of the Medicine Meets Virtual Reality 22 - NextMed, 2016

<i>AS IF</i>: A Game as an Empathy Tool for Experiencing the Activity Limitations of Chronic Pain Patients.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Encouraging physical activity with a game-based mobile application: FitPet.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Serious game for serious disease: Diminishing stigma of depression via game experience.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015


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