Game analytics MS El-Nasr, A Drachen, A Canossa Springer, 2016 | 656 | 2016 |
Gamification and serious games for personalized health S McCallum pHealth 2012, 85-96, 2012 | 509 | 2012 |
Dementia games: A literature review of dementia-related serious games S McCallum, C Boletsis Serious Games Development and Applications: 4th International Conference …, 2013 | 200 | 2013 |
The effects of casual videogames on anxiety, depression, stress, and low mood: a systematic review R Pine, T Fleming, S McCallum, K Sutcliffe Games for health journal 9 (4), 255-264, 2020 | 130 | 2020 |
The table mystery: An augmented reality collaborative game for chemistry education C Boletsis, S McCallum Serious Games Development and Applications: 4th International Conference …, 2013 | 89 | 2013 |
The use of smartwatches for health monitoring in home-based dementia care C Boletsis, S McCallum, BF Landmark Human Aspects of IT for the Aged Population. Design for Everyday Life: First …, 2015 | 80 | 2015 |
Augmented reality cubes for cognitive gaming: preliminary usability and game experience testing C Boletsis, S McCallum Serious Games Society, 2016 | 70 | 2016 |
A taxonomy of serious games for dementia S McCallum, C Boletsis Games for Health: Proceedings of the 3rd european conference on gaming and …, 2013 | 61 | 2013 |
Catastrophic forgetting and the pseudorehearsal solution in Hopfield-type networks A Robins, S McCALLUM Connection Science 10 (2), 121-135, 1998 | 61* | 1998 |
Smartkuber: a serious game for cognitive health screening of elderly players C Boletsis, S McCallum Games for health journal 5 (4), 241-251, 2016 | 54 | 2016 |
The consolidation of learning during sleep: comparing the pseudorehearsal and unlearning accounts A Robins, S McCallum Neural Networks 12 (7-8), 1191-1206, 1999 | 52 | 1999 |
Realtime estimation of illumination direction for augmented reality on mobile devices I Arief, S McCallum, JY Hardeberg Color and Imaging Conference 20, 111-116, 2012 | 49 | 2012 |
Augmented reality cube game for cognitive training: an interaction study C Boletsis, S Mccallum pHealth 2014, 81-87, 2014 | 33 | 2014 |
A robust method for distinguishing between learned and spurious attractors AV Robins, SJR McCallum Neural Networks 17 (3), 313-326, 2004 | 27 | 2004 |
Young adolescents’ interest in a mental health casual video game R Pine, K Sutcliffe, S McCallum, T Fleming Digital Health 6, 2055207620949391, 2020 | 25 | 2020 |
Augmented reality & gesture-based architecture in games for the elderly S McCallum, C Boletsis pHealth 2013, 139-144, 2013 | 25 | 2013 |
Connecting the player to the doctor: utilising serious games for cognitive training & screening C Boletsis, S McCallum Proc. Designing Self-Care Everyday Life, 5, 2014 | 22 | 2014 |
Gamifying research in software engineering M Nowostawski, S McCallum, D Mishra Computer Applications in Engineering Education 26 (5), 1641-1652, 2018 | 19 | 2018 |
Collaborative learning in VR for cross-disciplinary distributed student teams E Prasolova-Førland, S McCallum, JG Estrada 2021 IEEE Conference on virtual reality and 3D user interfaces abstracts and …, 2021 | 18 | 2021 |
Biometric access control using Near Field Communication and smart phones MO Derawi, S McCallum, H Witte, P Bours 2012 5th IAPR International Conference on Biometrics (ICB), 490-497, 2012 | 16 | 2012 |