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Thomas Bjørner
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2020 – today
- 2024
- [c24]Thomas Bjørner
, Sofie Daniel Andersen
, Emilie Sommer
, Kristine Fogh Andersen
, Marius Frederik Qvarnstrøm
, Mie Møller Enevoldsen
, Nicolai Lennart Larsson
, Stacia Suwan Sørensen
:
A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education. GoodIT 2024: 342-349 - 2023
- [j5]Thomas Bjørner
, Mads Strømberg Petersen
, Niklas Lee Skjold Hansen, Gustav Søgaard Jakobsen, Daniel Bredgaard Hendriksen:
How can a foundation be outlined for a successful serious game to increase reading engagement. Int. J. Serious Games 10(1): 81-95 (2023) - [j4]Kathrine Marie Schledermann
, Torben Skov Hansen, Thomas Bjørner
:
Perceived visual comfort and usefulness of a circadian lighting system implemented at a nursing home. Multim. Tools Appl. 82(4): 5253-5269 (2023) - [c23]Thomas Bjørner
, Nick B. Blume, Nicolaj J. D. Frederiksen, Victor S. Hjort, Amalie F. H. Mørck, Martin Ø. Petersen:
An Engaging Serious Game that Strengthens High School Students' Understanding of the Periodic Table. GALA 2023: 3-12 - [c22]Thomas Bjørner
:
Using EEG data as Dynamic Difficulty Adjustment in a serious game about the plastic pollution in the oceans. GoodIT 2023: 6-15 - [c21]Liana-Dorina Møsbæk, Thomas Bjørner
:
How to Design a Successful Training Application with Used Mobile Augmented Reality. HCI (54) 2023: 203-216 - [c20]Mads Strømberg Petersen
, Thomas Bjørner
, Christian Tobias Arndt, Omar Safi:
How a Serious Game Supports Elementary School History Classes in Teaching About the Bombardment of Copenhagen in 1807. JCSG 2023: 301-313 - [i1]Dannie Korsgaard, Thomas Bjørner, Pernille Krog Sørensen, Paolo Burelli:
Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering. CoRR abs/2306.14551 (2023) - 2022
- [c19]Mads Strømberg Petersen
, Niklas Lee Skjold Hansen, Gustav Søgaard Jakobsen, Daniel Henriksen, Thomas Bjørner
:
Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning. DLI 2022: 153-167 - [c18]Thomas Bjørner
, Andreas Jin Sum
, Rune Korsgaard Ludvigsen, Nicolai Lind Bouquin, Frederik Darling Larsen, Ulrik Kampel:
Making homework fun: The effect of game-based learning on reading engagement. GoodIT 2022: 353-359 - [c17]Helene Christine Reinbach
, Thomas Bjørner
, Thomas Skov, Dannie Michael Korsgaard:
Photo Analysis for Characterizing Food-Related Behavior and Photo Elicitation to Set-Up a Mixed Reality Environment for Social Eating Among Older Adults Living at Home. HCI (46) 2022: 510-523 - [c16]Liana-Dorina Møsbæk, Thomas Bjørner
:
An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction. iLRN 2022: 1-8 - 2021
- [j3]Imre Dániel Báldy, Nikolaj Hansen, Thomas Bjørner
:
An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder. Mob. Networks Appl. 26(5): 2087-2098 (2021) - [c15]Mads Strømberg Petersen
, Gustav Søgaard Jakobsen, Daniel Bredgaard Hendriksen, Niklas Lee Skjold Hansen, Thomas Bjørner
:
Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums? GALA 2021: 57-67 - [c14]Kathrine Marie Schledermann
, Thomas Bjørner
, Torben Skov Hansen:
Danish Nursing Home Staff's Perceived Visual Comfort and Perceived Usefulness of a Circadian Lighting System. GoodIT 2021: 91-96 - [c13]Thomas Bjørner
:
How can a serious game be designed to provide engagement with and awareness of the plastic crisis as part of UN's SDGs. GoodIT 2021: 157-162 - [c12]Thomas Bjørner
, Louise Gaard Hansen, Miicha Valimaa, Julie Ulnits Sørensen, Mircea Dobre:
Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry. JCSG 2021: 263-275 - 2020
- [j2]Dannie Korsgaard
, Thomas Bjørner
, Pernille Krog Sørensen, Paolo Burelli
:
Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering. User Model. User Adapt. Interact. 30(1): 81-125 (2020) - [c11]Mads Strømberg Petersen
, Niklas Lee Skjold Hansen, Gustav Søgaard Jakobsen, Thomas Bjørner
:
Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game. DLI 2020: 187-197 - [c10]Thevakorn K. Lauritsen, Delan Kasim Ali, Niklas Fruerlund Jensen, Irene Ubieto Alamillo, Thomas Bjørner
:
How to Engage Young Adults in Reading H. C. Andersen's Fairy Tale the Little Mermaid, Through a Serious Game. GALA 2020: 294-303 - [c9]Imre Dániel Báldy, Nikolaj Hansen, Thomas Bjørner
:
How to design and evaluate a serious game aiming at awareness of therapy skills associated with social anxiety disorder. GOODTECHS 2020: 156-162 - [c8]Giulia D'Ettole, Thomas Bjørner
, Amalia de Götzen
:
How to Design Potential Solutions for a Cross-country Platform that Leverages Students' Diversity: A User-Centered Design Approach - and Its Challenges. HCI (22) 2020: 415-426 - [c7]Dannie Korsgaard, Thomas Bjørner
, Jon Ram Bruun-Pedersen
, Pernille Krog Sørensen, Federico J. A. Perez-Cueto
:
Eating together while being apart: A pilot study on the effects of mixed-reality conversations and virtual environments on older eaters' solitary meal experience and food intake. VR Workshops 2020: 365-370
2010 – 2019
- 2019
- [c6]Dannie Korsgaard, Thomas Bjørner
, Pernille Krog Sørensen, Jon Ram Bruun-Pedersen
:
Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality. ECCE 2019: 168-176 - [c5]Imre Dániel Báldy, Nikolaj Hansen, Thomas Bjørner
:
How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety. GALA 2019: 417-427 - 2018
- [j1]Lene Heiselberg
, Thomas Bjørner
:
How to evaluate emotional experiences in television drama series: improving viewer evaluations using a combination of psychophysiological measurements and self-reports. Behav. Inf. Technol. 37(9): 884-893 (2018) - [c4]Lene Heiselberg
, Thomas Bjørner
:
How to evaluate emotional experiences in television drama series: Improving viewer evaluations by psychophysiological measurements and self-reports. ECCE 2018: 15:1-15:4 - 2017
- [c3]Ademir Pasalic, Nikolaj Hollænder Andersen, Christopher Schinkel Carlsen, Emil Åberg Karlsson, Markus Berthold, Thomas Bjørner
:
How to Increase Boys' Engagement in Reading Mandatory Poems in the Gymnasium: Homer's "The Odyssey" as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game. GOODTECHS 2017: 216-225 - [c2]Dannie Korsgaard, Niels Christian Nilsson
, Thomas Bjørner
:
Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions. WEVR@VR 2017: 1-4 - 2016
- [c1]Nicolai Foldager, Hans Hansen, Mikkel Skovsmose Tewes, Thomas Bjørner
:
Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game. GOODTECHS 2016: 78-87
Coauthor Index
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last updated on 2025-01-09 13:04 CET by the dblp team
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