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Christian Martyn Jones
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2020 – today
- 2023
- [j8]Jacqueline Burgess, Christian M. Jones:
Exploring how players use emergent narrative in strategy games. Entertain. Comput. 44: 100533 (2023) - [j7]Afnan Bashir, Tamara De Regt, Christian M. Jones:
Comparing a friction-based uni-directional treadmill and a slip-style omni-directional treadmill on first-time HMD-VR user task performance, cybersickness, postural sway, posture angle, ease of use, enjoyment, and effort. Int. J. Hum. Comput. Stud. 179: 103101 (2023) - [j6]Janice Tan, Lee Kannis-Dymand, Christian Martyn Jones:
Examining the potential of VR program Tilt Brush in reducing anxiety. Virtual Real. 27(4): 3379-3391 (2023) - 2022
- [j5]Jacqueline Burgess, Christian M. Jones:
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games. Games Cult. 17(5): 816-835 (2022) - 2020
- [j4]Jacqueline Burgess, Christian M. Jones:
"I Harbour Strong Feelings for Tali Despite Her Being a Fictional Character": Investigating Videogame Players' Emotional Attachments to Non-Player Characters. Game Stud. 20(1) (2020)
2010 – 2019
- 2019
- [j3]Colleen Stieler-Hunt, Christian M. Jones:
A professional development model to facilitate teacher adoption of interactive, immersive digital games for classroom learning. Br. J. Educ. Technol. 50(1): 264-279 (2019) - 2018
- [j2]Jacek Sliwinski, Mary Katsikitis, Christian Martyn Jones:
Designing and Evaluating Games for Mindfulness. Comput. Entertain. 16(3): 5:1-5:15 (2018) - 2015
- [c25]Colleen Stieler-Hunt, Christian M. Jones:
A Model for Exploring the Usefulness of Games for Classrooms. DiGRA Conference 2015 - [c24]Jacek Sliwinski, Mary Katsikitis, Christian Martyn Jones:
Mindful Gaming: How Digital Games Can Improve Mindfulness. INTERACT (3) 2015: 167-184 - 2014
- [c23]Christian M. Jones, Laura Scholes, Daniel M. Johnson, Mary Katsikitis, Michelle Colder Carras:
Videogames: Dispelling myths and tabloid headlines that videogames are bad. BCS HCI 2014 - [c22]Katryna Starks, Christian M. Jones, Mary Katsikitis:
GameChange(H)er: How Nancy Drew Video Games Build Strong Girls. BCS HCI 2014 - 2012
- [c21]Matthew John Willis, Christian M. Jones:
Supporting Emotion Communication in Information Systems. ACIS 2012 - [c20]Matthew John Willis, Christian Martyn Jones:
Emotishare: emotion sharing on mobile devices. BCS HCI 2012: 292-297 - [c19]Matthew John Willis, Christopher Ewart Dann, Christian Martyn Jones, Beverly Jo Lowe, Elizabeth Toohey:
Designing mobile information systems to support WIL experiences. OZCHI 2012: 653-656 - [c18]Matthew John Willis, Christian Martyn Jones:
Emotishare: supporting emotion communication through ubiquitous technologies. OZCHI 2012: 657-660 - 2011
- [j1]Christian M. Jones:
Experience-Based Learning Using Smartphones: The Explorer Project. e Minds Int. J. Hum. Comput. Interact. 2(7) (2011) - 2010
- [c17]Christian Martyn Jones, Kay Pozzebon:
Being safety smart: social issue game for child protective behaviour training. BCS HCI 2010: 151-159 - [c16]Ben Rolfe, Christian Martyn Jones, Helen Wallace:
Designing dramatic play: story and game structure. BCS HCI 2010: 448-452
2000 – 2009
- 2009
- [c15]Christian Martyn Jones, Claudia Baldwin:
Using emotion eliciting photographs to inspire awareness and attitudinal change: a user-centered case study. OZCHI 2009: 201-207 - [c14]Christian Martyn Jones, Matthew John Willis:
Edutainment in the field using mobile location based services. OZCHI 2009: 385-388 - 2008
- [c13]Christian M. Jones:
Online games-based child safety environment. IE 2008: 4 - [c12]Christian Martyn Jones, Andrew Deeming:
Speech interaction with an emotional robotic dog. INTERSPEECH 2008: 1212-1215 - [p3]Christian Martyn Jones, Andrew Deeming:
Affective Human-Robotic Interaction. Affect and Emotion in Human-Computer Interaction 2008: 175-185 - [p2]Christian Martyn Jones, Jamie Sutherland:
Acoustic Emotion Recognition for Affective Computer Gaming. Affect and Emotion in Human-Computer Interaction 2008: 209-219 - [p1]Christian M. Jones, Ing-Marie Jonsson:
Using Paralinguistic Cues in Speech to Recognise Emotions in Older Car Drivers. Affect and Emotion in Human-Computer Interaction 2008: 229-240 - 2007
- [c11]Christian Martyn Jones, Ing-Marie Jonsson:
Performance Analysis of Acoustic Emotion Recognition for In-Car Conversational Interfaces. HCI (6) 2007: 411-420 - [c10]Christian Martyn Jones, Andrew Deeming:
Investigating emotional interaction with a robotic dog. OZCHI 2007: 183-186 - [c9]Christian Martyn Jones, Tommy Troen:
Biometric valence and arousal recognition. OZCHI 2007: 191-194 - 2005
- [c8]Mei Yii Lim, Ruth Aylett, Christian Martyn Jones:
Affective Guide with Attitude. ACII 2005: 772-779 - [c7]Christian Martyn Jones, Ing-Marie Jonsson:
Detecting Emotions in Conversations Between Driver and In-Car Information Systems. ACII 2005: 780-787 - [c6]Mei Yii Lim, Ruth Aylett, Christian Martyn Jones:
Emergent Affective and Personality Model. IVA 2005: 371-380 - [c5]Christian Martyn Jones, Ing-Marie Jonsson:
Automatic recognition of affective cues in the speech of car drivers to allow appropriate responses. OZCHI 2005
1990 – 1999
- 1997
- [c4]Christian Martyn Jones, Satnam Singh Dlay:
MARTI: Man-Machine Animation Real-Time Interface: The Illusion of Life. HCI (2) 1997: 841-844 - [c3]Christian Martyn Jones, Satnam Singh Dlay:
Automated Lip Synchronization for Human-Computer Interaction and Special Effect Animation. ICMCS 1997: 589-596 - [c2]Christian Martyn Jones, Satnam Singh Dlay:
Automated lip synchronisation for human-computer interaction and special effect animation. EUROSPEECH 1997: 891-894 - 1996
- [c1]Christian Martyn Jones, Satnam Singh Dlay, Raouf N. Gorgui-Naguib:
Berger check prediction for concurrent error detection in the Braun array multiplier. ICECS 1996: 81-84
Coauthor Index
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