Thomas Bjørner

Orcid: 0000-0001-9071-7168

According to our database1, Thomas Bjørner authored at least 29 papers between 2016 and 2024.

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

Timeline

Legend:

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Bibliography

2024
A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education.
Proceedings of the 2024 International Conference on Information Technology for Social Good, 2024

2023
How can a foundation be outlined for a successful serious game to increase reading engagement.
Int. J. Serious Games, April, 2023

Perceived visual comfort and usefulness of a circadian lighting system implemented at a nursing home.
Multim. Tools Appl., February, 2023

How a Serious Game Supports Elementary School History Classes in Teaching About the Bombardment of Copenhagen in 1807.
Proceedings of the Serious Games - 9th Joint International Conference, 2023

How to Design a Successful Training Application with Used Mobile Augmented Reality.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023

Using EEG data as Dynamic Difficulty Adjustment in a serious game about the plastic pollution in the oceans.
Proceedings of the 2023 ACM Conference on Information Technology for Social Good, 2023

An Engaging Serious Game that Strengthens High School Students' Understanding of the Periodic Table.
Proceedings of the Games and Learning Alliance - 12th International Conference, 2023

2022
An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

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.
Proceedings of the HCI International 2022 - Late Breaking Papers: HCI for Health, Well-being, Universal Access and Healthy Aging, 2022

Making homework fun: The effect of game-based learning on reading engagement.
Proceedings of the GoodIT 2022: ACM International Conference on Information Technology for Social Good, Limassol, Cyprus, September 7, 2022

Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning.
Proceedings of the Design, Learning, and Innovation - 7th EAI International Conference, 2022

2021
An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder.
Mob. Networks Appl., 2021

Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry.
Proceedings of the Serious Games - Joint International Conference, 2021

Danish Nursing Home Staff's Perceived Visual Comfort and Perceived Usefulness of a Circadian Lighting System.
Proceedings of the GoodIT '21: Conference on Information Technology for Social Good, 2021

How can a serious game be designed to provide engagement with and awareness of the plastic crisis as part of UN's SDGs.
Proceedings of the GoodIT '21: Conference on Information Technology for Social Good, 2021

Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?
Proceedings of the Games and Learning Alliance - 10th International Conference, 2021

2020
Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering.
User Model. User Adapt. Interact., 2020

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.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

How to Design Potential Solutions for a Cross-country Platform that Leverages Students' Diversity: A User-Centered Design Approach - and Its Challenges.
Proceedings of the Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems, 2020

How to design and evaluate a serious game aiming at awareness of therapy skills associated with social anxiety disorder.
Proceedings of the GoodTechs '20: 6th EAI International Conference on Smart Objects and Technologies for Social Good, 2020

How to Engage Young Adults in Reading H. C. Andersen's Fairy Tale the Little Mermaid, Through a Serious Game.
Proceedings of the Games and Learning Alliance - 9th International Conference, 2020

Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game.
Proceedings of the Design, Learning, and Innovation - 5th EAI International Conference, 2020

2019
How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality.
Proceedings of the 31st European Conference on Cognitive Ergonomics, 2019

2018
How to evaluate emotional experiences in television drama series: improving viewer evaluations using a combination of psychophysiological measurements and self-reports.
Behav. Inf. Technol., 2018

How to evaluate emotional experiences in television drama series: Improving viewer evaluations by psychophysiological measurements and self-reports.
Proceedings of the 36th European Conference on Cognitive Ergonomics, 2018

2017
Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions.
Proceedings of the 2017 IEEE 3rd Workshop on Everyday Virtual Reality, 2017

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.
Proceedings of the Smart Objects and Technologies for Social Good, 2017

2016
Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game.
Proceedings of the Smart Objects and Technologies for Social Good, 2016


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