All Stories

  1. Codesign and Launch of ‘On the Ball’: An Inclusive Community‐Based ‘Testicular Awareness’ Campaign
  2. Using X, Facebook QR codes to optimise recruitment to a feasibility trial Enhancing Men’s Awareness of Testicular Diseases (E-MAT) in a cluster randomised Study Within A Trial (SWAT): Lessons learned.
  3. Real-Time Classification of Anxiety in Virtual Reality Therapy Using Biosensors and a Convolutional Neural Network
  4. EE523 Is Dismissing Intervention Development Costs a Fallacy? a Case Study of a Digital Health Intervention E-MAT
  5. Promoting ‘testicular awareness’: Co‐design of an inclusive campaign using the World Café Methodology
  6. Promoting men’s awareness, self-examination, and help-seeking for testicular disorders: a systematic review of interventions
  7. Anxiety classification in virtual reality using biosensors: A mini scoping review
  8. Emotional Virtual Reality Stroop Task
  9. Virtual Reality Simulation in Nursing and Midwifery Education
  10. The Design of an Experiment to Evaluate the Effect of Spatial Sound on Memory Recall in a Virtual Reality Learning Environment
  11. Emotional Virtual Reality Stroop Task: an Immersive Cognitive Test
  12. Real-time anxiety prediction in virtual reality therapy
  13. Developing Student Co-Designed Immersive Virtual Reality Simulations for Teaching of Challenging Concepts in Molecular and Cellular Biology
  14. Enhancing men's awareness of testicular diseases (E-MAT) feasibility trial: Protocol for a mixed method process evaluation
  15. Emotional Virtual Reality Stroop Task: Pilot Design
  16. Incorporating virtual reality in nurse education: A qualitative study of nursing students' perspectives
  17. Nursing students’ views of using virtual reality in healthcare: A qualitative study
  18. Nurses and Nursing Students' Attitudes and Beliefs Regarding the Use of Technology in Patient Care
  19. Joint workshop on Games-Human Interaction (GHItaly21) and Multi-party Interaction in eXtended Reality (MIXR)
  20. Visual Respiratory Feedback in Virtual Reality Exposure Therapy: A Pilot Study
  21. The Use of Virtual Reality in the Teaching of Challenging Concepts in Virology, Cell Culture and Molecular Biology
  22. Feasibility and usability of a virtual reality intervention to enhance men’s awareness of testicular disorders (E-MAT)
  23. An investigation in to the use of VR as a medium to generate empathy for Panic Disorder sufferers.
  24. Review of Player Personality Classifications to Inform Game Design
  25. Promoting men’s awareness, self-examination, and help-seeking for testicular disorders: a systematic review of interventions
  26. Enhancing Men’s Awareness of Testicular Disorders Using a Virtual Reality Intervention
  27. Promoting men’s awareness, self-examination, and help-seeking for testicular disorders: a systematic review of interventions
  28. A Functional Analysis of Haptic Feedback in Digital Musical Instrument Interactions
  29. Haptics in Music: The Effects of Vibrotactile Stimulus in Low Frequency Auditory Difference Detection Tasks
  30. Usability Testing of Video Game Controllers: A Case Study
  31. The Evaluation of Direct Volume Rendering-Based Uncertainty Visualization Techniques for 3D Scalar Data
  32. Clinical Unity and Community Empowerment: The Use of Smartphone Technology to Empower Community Management of Chronic Venous Ulcers through the Support of a Tertiary Unit
  33. Who's talking about breast cancer? Analysis of daily breast cancer posts on the internet
  34. Breast cancer information on the internet: Analysis of accessibility and accuracy
  35. Visualizing uncertainty in multi-resolution volumetric data using marching cubes
  36. Quantitatively Visualizing Uncertainty Information using Volume Ray-Casting Rendering, Linked View and Scatter Plot for Volumetric Data
  37. ISO-SURFACE RENDERING BASED UNCERTAINTY VISUALIZATION FOR MULTI-RESOLUTION VOLUME DATA WITH REGULAR GRIDS
  38. Capturing and using emotion-based BCI signals in experiments; how subject’s effort can influence results
  39. Using Serious Games for Assessment
  40. Evaluating a Brain-Computer Interface to Categorise Human Emotional Response
  41. Secondary Assessment Data within Serious Games
  42. Differentiating between novice and expert surgeons based on errors derived from task analysis
  43. Evaluation of Home Based Junior Doctor Medical Simulator
  44. JDoc: A Serious Game for Medical Learning
  45. Spatial Sound Enhancing Virtual Story Telling
  46. Spatial Sound for Computer Games and Virtual Reality