Diane Gromala

Affiliations:
  • Simon Fraser University, Vancouver, Canada


According to our database1, Diane Gromala authored at least 66 papers between 2001 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2023
Invisible Users: Uncovering End-Users' Requirements for Explainable AI via Explanation Forms and Goals.
CoRR, 2023

2022
Transcending XAI Algorithm Boundaries through End-User-Inspired Design.
CoRR, 2022

Wild Intercepts: A Novel Approach to Usability Testing of a 'Citizen Science' Portal, Developed for Understanding the 'Burdens of Pain' Among Citizens.
Proceedings of the HCI International 2022 - Late Breaking Papers: HCI for Health, Well-being, Universal Access and Healthy Aging, 2022

2021
Players' Stories and Secrets in Animal Crossing: New Horizons-Exploring Design Factors for Positive Emotions and Social Interactions in a Multiplayer Online Game.
Proc. ACM Hum. Comput. Interact., 2021

Investigating the Role of Having an Avatar in Virtual Reality on Pain Alleviation and Embodiment in Patients With Pain Using Electroencephalogram: A Neuroimaging Protocol.
Frontiers Virtual Real., 2021

EUCA: A Practical Prototyping Framework towards End-User-Centered Explainable Artificial Intelligence.
CoRR, 2021

2020
Oh, I didn't do a good job: How objective data affects physiotherapist-patient conversations for arthritis patients.
Proceedings of the PervasiveHealth '20: 14th EAI International Conference on Pervasive Computing Technologies for Healthcare, 2020

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

LumaPath: An Immersive Virtual Reality Game for Encouraging Physical Activity for Senior Arthritis Patients.
Proceedings of the Virtual, Augmented and Mixed Reality. Applications and Case Studies, 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

Farmooo, a Virtual Reality Farm Simulation Game Designed for Cancer Pediatric Patients to Distract their Pain during Chemotherapy Treatment.
Proceedings of the Engineering Reality of Virtual Reality 2018, Burlingame, CA, USA, 28 January, 2018

2017
Utilizing Gamification Approaches in Pervasive Health: How Can We Motivate Physical Activity Effectively?
EAI Endorsed Trans. Pervasive Health Technol., 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

Differences that matter: in-clinic communication challenges.
Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare, 2017

Sonic therapy for anxiety management in clinical settings.
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

Players' Experience of an Augmented Reality Game, Pokémon Go: Inspirations and Implications for Designing Pervasive Health Gamified Applications.
Proceedings of the Distributed, Ambient and Pervasive Interactions, 2017

Exploring Body Gestures as Natural User Interface for Flying in a Virtual Reality Game with Kinect.
Proceedings of the Engineering Reality of Virtual Reality 2017, Burlingame, CA, USA, Janurary 29, 2017

Chasing Lovely Monsters in the Wild, Exploring Players' Motivation and Play Patterns of Pokémon Go: Go, Gone or Go Away?
Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, 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

Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Cardboard Mobile Virtual Reality as an Approach for Pain Distraction in Clinical Settings: Comparison, Exploration and Evaluation with Oculus Rift.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Pain matters: outliers in new tribes and territories.
Digit. Creativity, 2016

Usability Comparisons of Head-Mounted vs. Stereoscopic Desktop Displays in a Virtual Reality Environment with Pain Patients.
Proceedings of the Medicine Meets Virtual Reality 22 - NextMed, 2016

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

A Field Study: Evaluating Gamification Approaches for Promoting Physical Activity with Motivational Models of Behavior Changes.
Proceedings of the Human-Computer Interaction. Novel User Experiences, 2016

Immersion in Cardboard VR Compared to a Traditional Head-Mounted Display.
Proceedings of the Virtual, Augmented and Mixed Reality, 2016

<i>Mobius Floe</i>: an Immersive Virtual Reality Game for Pain Distraction.
Proceedings of the Engineering Reality of Virtual Reality 2016, 2016

2015
The Design of an Immersive Mobile Virtual Reality Serious Game in Cardboard Head-Mounted Display for Pain Management.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2015

'Weather' Wearable System: A Design Exploration to Facilitate the Collaboration and Communication with Chronic Pain Patients.
Proceedings of the Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being, 2015

The Virtual Meditative Walk: An Immersive Virtual Environment for Pain Self-modulation Through Mindfulness-Based Stress Reduction Meditation.
Proceedings of the Virtual, Augmented and Mixed Reality, 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

Theory review and interaction design space of body image and body schema (BIBS) for embodied cognition in virtual reality.
Proceedings of the Engineering Reality of Virtual Reality 2015, 2015

The Virtual Meditative Walk: Virtual Reality Therapy for Chronic Pain Management.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Virtual Reality as Analgesia: An Alternative Approach for Managing Chronic Pain.
Int. J. Creative Interfaces Comput. Graph., 2014

Orientation of Attention in Visual Feedbacks during Neurofeedback Relaxation.
Proceedings of the PhyCS 2014, 2014

Improving the Mental State of Patients in Clinical Settings Using a Non-pharmacological Method.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2014

Body Image and Body Schema: Interaction Design for and through Embodied Cognition.
Proceedings of the Human-Computer Interaction. Advanced Interaction Modalities and Techniques, 2014

Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management.
Proceedings of the Games for Health 2014, 2014

Transformation between Electronic Arts and Chronic Pain: Long-term Body Activity Data Visualisation and Pain Animation Expression.
Proceedings of the Electronic Visualisation and the Arts, 2014

2013
Usability testing of ANSWER: a web-based methotrexate decision aid for patients with rheumatoid arthritis.
BMC Medical Informatics Decis. Mak., 2013

Immersive virtual reality and affective computing for gaming, fear and anxiety management.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2013

2012
Audition, The Game.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Impression management work: how seniors with chronic pain address disruptions in their interactions.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012

Sound design: a procedural communication model for VE.
Proceedings of the Audio Mostly 2012, 2012

<i>Sonic Cradle</i>: designing for an immersive experience of meditation by connecting respiration to music.
Proceedings of the Designing Interactive Systems Conference 2012, 2012

2011
Mount Qaf: A Multimedia Performance Installation Infusing Electronic Art and The Sonic and Visual A.
Proceedings of the SIGGRAPH Asia 2011 Art Gallery, Hong Kong, China, December 12-15, 2011, 2011

Immersive VR: a non-pharmacological analgesic for chronic pain?
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Living with pain, staying in touch: exploring the communication needs of older adults with chronic pain.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Heterogenesis: Collectively emergent autonomy.
Proceedings of the 2010 IEEE International Conference on Multimedia and Expo, 2010

2009
Ecstasis: Walking to Mindful Awareness.
Proceedings of the Biologically Inspired Cognitive Architectures, 2009

Chronic Pain and the Modulation of Self in Immersive Virtual Reality.
Proceedings of the Biologically Inspired Cognitive Architectures, 2009

2008
Lumi-breath: flow of energy.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

2007
The Meatbook: tangible and visceral interaction.
Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007, 2007

Proprioceptive sense in an art installation: AmputationBox.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

NeuroFloat: real-time state-sensitive brain spaces.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

2006
Great grids: how and why?
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

2005
Windows and Mirrors - Interaction Design, Digital Art, and the Myth of Transparency.
MIT Press, ISBN: 978-0-262-52449-0, 2005

2004
Expressing the immeasurable: a methodology for developing a visualization tool for patients' assessments of pain.
Digit. Creativity, 2004

Making space for time in time-lapse photography.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Artist Round Tables.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

2002
The meditation chamber: a debriefing.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

BioMorphic typography.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

2001
Surround aesthetics: VR as an art form.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2001


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