Katie Seaborn
Katie Seaborn
Tokyo Institute of Technology & RIKEN AIP
Verified email at - Homepage
Cited by
Cited by
Gamification in theory and action: A survey
K Seaborn, DI Fels
International Journal of Human-Computer Studies 74, 14-31, 2015
Futura: Design for collaborative learning and game play on a multi-touch digital tabletop
AN Antle, A Bevans, TJ Tanenbaum, K Seaborn, S Wang
Proceedings of the fifth international conference on Tangible, embedded, and …, 2010
Balancing act: Enabling public engagement with sustainability issues through a multi-touch tabletop collaborative game
A Antle, TJ Tanenbaum, A Bevans, K Seaborn, S Wang
Human-Computer Interaction–INTERACT 2011, 194-211, 2011
Reimagining leaderboards: Towards gamifying competency models through social game mechanics
K Seaborn, P Pennefather, DI Fels
Proceedings of the First International Conference on Gameful Design …, 2013
Voice in human–agent interaction: A survey
K Seaborn, NP Miyake, P Pennefather, M Otake-Matsuura
ACM Computing Surveys (CSUR) 54 (4), 1-43, 2021
Accessible play in everyday spaces: Mixed reality gaming for adult powered chair users
K Seaborn, J Edey, G Dolinar, M Whitfield, P Gardner, C Branje, DI Fels
ACM Transactions on Computer-Human Interaction (TOCHI) 23 (2), 1-28, 2016
Edugamifying media studies: Student engagement, enjoyment, and interest in two multimedia and social media undergraduate classrooms
R Bajko, J Hodson, K Seaborn, P Livingstone, D Fels
Information Systems Education Journal 14 (6), 55-72, 2016
Powered to play: A mixed reality game for people driving powered chairs
JK Edey, K Seaborn, C Branje, DI Fels
2014 IEEE Games Media Entertainment, 1-8, 2014
Eudaimonia and hedonia in the design and evaluation of a cooperative game for psychosocial well-being
K Seaborn, P Pennefather, DI Fels
Human–Computer Interaction 35 (4), 289-337, 2020
Programming, PWNed: Using digital game development to enhance learners' competency and self-efficacy in a high school computing science course
K Seaborn, M Seif El-Nasr, D Milam, D Yung
Proceedings of the 43rd ACM technical symposium on Computer Science …, 2012
Pinsight: A novel way of creating and sharing digital content through "things" in the wild
C Liu, B Bengler, D Di Cuia, K Seaborn, G Nunes Vilaza, S Gallacher, ...
Proceedings of the 2018 on Designing Interactive Systems Conference 2018 …, 2018
Measuring voice UX quantitatively: A rapid review
K Seaborn, J Urakami
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing …, 2021
Guilds, die rolls, and leaderboards: Gamification of two undergraduate multimedia and social media courses
R Bajko, J Hodson, K Seaborn, P Livingstone, D Fels
Proceedings of the EDSIG Conference, n3460, 2015
A cooperative game for older powered chair users and their friends and family
K Seaborn, P Pennefather, DI Fels
2015 IEEE Games Entertainment Media Conference (GEM), 1-4, 2015
Eudaimonia in human factors research and practice: Foundations and conceptual framework applied to older adult populations
K Seaborn, DI Fels, P Pennefather
The 1st International Conference on Information and Communication …, 2015
Exploring the interplay of visual and haptic modalities in a pattern-matching task
K Seaborn, BE Riecke, AN Antle
2010 IEEE International Symposium on Haptic Audio Visual Environments and …, 2010
Removing gamification: A research agenda
K Seaborn
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing …, 2021
Evaluating a smartphone-based social participation app for the elderly
N Lee, K Seaborn, A Hiyama, M Inami, M Hirose
International Conference on Human Aspects of IT for the Aged Population, 505-517, 2018
Psychological resilience during COVID-19: A meta-review protocol
K Seaborn, M Chignell, J Gwizdka
BMJ Open 11 (6), e051417, 2021
Perceptual simultaneity and its modulation during EMG-triggered motion induction with electrical muscle stimulation
S Matsubara, S Wakisaka, K Aoyama, K Seaborn, A Hiyama, M Inami
PloS one 15 (8), e0236497, 2020
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