Aung Pyae

Orcid: 0000-0002-5284-3435

According to our database1, Aung Pyae authored at least 26 papers between 2014 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2022
Can a location-based game make players mindful during the gameplay? A case study of Pokémon GO.
Int. J. Netw. Virtual Organisations, 2022

A usability evaluation of the Google Home with non-native English speakers using the system usability scale.
Int. J. Netw. Virtual Organisations, 2022

Investigating Students' Engagement, Enjoyment, and Sociability in Virtual Reality-Based Systems: A Comparative Usability Study of Spatial.io, Gather.town, and Zoom.
Proceedings of the Well-Being in the Information Society: When the Mind Breaks, 2022

Understanding University Students' Health Information Seeking Behaviours on Social Media During the COVID-19 Pandemic: A Developing Country Perspective.
Proceedings of the Well-Being in the Information Society: When the Mind Breaks, 2022

Design and Development of an NLP-Based Mental Health Pre-screening Tool for Undergraduate Students in Thailand: A Usability Study.
Proceedings of the Well-Being in the Information Society: When the Mind Breaks, 2022

2021
Towards Understanding Users' Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises.
Proceedings of the MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction, Extented Abstracts, Toulouse & Virtual Event, France, 27 September 2021, 2021

2019
Investigating the Role of User's English Language Proficiency in Using a Voice User Interface: A Case of Google Home Smart Speaker.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Understanding the role of culture and cultural attributes in digital game localization.
Entertain. Comput., 2018

Understanding the impact of cultural contents in digital games on players' engagement, enjoyment, and motivation in gameplay.
Proceedings of the 30th Australian Conference on Computer-Human Interaction, 2018

Investigating differences between native english and non-native english speakers in interacting with a voice user interface: a case of google home.
Proceedings of the 30th Australian Conference on Computer-Human Interaction, 2018

Investigating the usability and user experiences of voice user interface: a case of Google home smart speaker.
Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2018

Investigating the Usability, User Experiences, and Usefulness of Digital Game-based Exercises for Elderly People: A Case Study of Finland.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

2017
Lessons Learned from the Gamified Solutions in Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People.
EAI Endorsed Trans. Serious Games, 2017

Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan.
Int. J. Serious Games, 2017

Does culture matter?: understanding the impact of cultural contents in digital games on older people.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

Benefits of exergame exercise on physical functioning of elderly people.
Proceedings of the 8th IEEE International Conference on Cognitive Infocommunications, 2017

Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of <i>Pokémon Go</i>.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go.
Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, 2017

2016
Serious games and active healthy ageing: a pilot usability testing of existing games.
Int. J. Netw. Virtual Organisations, 2016

Pre-studies on Using Digital Games for the Elderly's Physical Activities.
Proceedings of the Building Sustainable Health Ecosystems, 2016

A player engagement model for an augmented reality game: a case of pokémon go.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

2015
Rehabilitative Games for Stroke Patients.
EAI Endorsed Trans. Serious Games, 2015

Investigating the effects of motion-based Kinect game system on user cognition.
J. Multimodal User Interfaces, 2015

Investigating the usability of interactive physical activity games for elderly: A pilot study.
Proceedings of the 6th IEEE International Conference on Cognitive Infocommunications, 2015

2014
Serious Games and Active Healthy Ageing: A Pre-study.
Proceedings of the Safe and Secure Cities, 2014

Understanding Stroke Patients' Motivation for Motivation-Driven Rehabilitative Game Design.
Proceedings of the Internet of Things. User-Centric IoT, 2014


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