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Publications

2025

  • HF-MAI: Touchless Mid-Air Interaction for Individuals with Dexterity Impairment
    IFIP TC13 INTERACT 2025
    Acceptance rate: 32%
    Blog Entry
  • Playful Heritage: Video Game Creation as Interdisciplinary Historical Engagement
    Journal of Cinema and Media Studies

2024

  • Advantages of Friend-Modelled Social Interactive Feedforward for VR Exergaming
    ACM CHIPLAY 2024
    DOI: 10.1145/3677103
    Blog Entry
  • A systematic review and narrative synthesis of the use and effectiveness of extended reality technology in the assessment, treatment and study of obsessive compulsive disorder
    Journal of Obsessive-Compulsive and Related Disorders
    DOI: 10.1016/j.jocrd.2024.100893
    Blog Entry
  • Potential factors contributing to observed sex differences in Virtual Reality induced sickness
    Experimental Brain Research
    DOI: 10.1007/s00221-023-06760-0
    PDF
    Blog Entry

2023

  • Tackling Loneliness and Isolation in older adults with Virtual Reality: How do we move forward?
    Gerontology and Geriatric Medicine
    DOI: 10.1177/23337214231186204
    PDF
    Blog Entry

2022

  • Understanding spatial, semantic and temporal influences on audiovisual distance compression in virtual environments
    PsyArXiv
    DOI: 10.31234/osf.io/u3wc2
  • Unsettling Play: Perceptions of Agonistic Games
    ACM Journal of Computing and Cultural Heritage Special Issue on Culture Games
    DOI: 10.1145/3431925
    PDF
    Blog Entry

2021

  • Does Mixed Reality have a Cassandra Complex?
    Frontiers in Virtual Reality
    DOI: 10.3389/frvir.2021.673547
    PDF
    Blog Entry
  • 'Did you see that!?' Enhancing the Experience of Sports Media Broadcast for Blind People
    IFIP TC13 INTERACT 2021
    DOI: 10.1007/978-3-030-85623-6_24
    Blog Entry
  • A Virtual Reality Application of the Rubber Hand Illusion Induced by Ultrasonic Mid-Air Haptic Stimulation
    ACM Transactions on Applied Perception
    DOI: 10.1145/3487563
    PDF
    Blog Entry

2020

  • Immersive virtual environments and embodied agents for e-learning applications
    PeerJ Computer Science
    DOI: 10.7717/peerj-cs.315
    PDF
    Blog Entry
  • Sacred Springs: Teaching Children Local History via a Game Jam
    World's Most Inclusive Participatory Design Workshop @ ACM IDC 2020
    PDF
    Blog Entry

2018

  • Agonistic Games: Multiperspective and Unsettling Games for a Social Change
    CHI PLAY '18 Extended Abstracts
    DOI: 10.1145/3270316.3270594
    PDF
    Blog Entry
  • HandMap: Robust Hand Pose Estimation via Intermediate Dense Guidance Map Supervision
    ECCV 2018: Proceedings of the 15th European Conference on Computer Vision
    DOI: 10.1007/978-3-030-01270-0_15
    PDF
    Blog Entry
  • Interactive Feedforward for Improving Performance and Maintaining Intrinsic Motivation in VR Exergaming
    CHI 18': Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
    Acceptance rate: 25%
    DOI: 10.1145/3173574.3173982
    PDF
    Blog Entry

2017

  • An Approach to Reducing Distance Compression in Audiovisual Virtual Environments
    2017 IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments (SIVE)
    DOI: 10.1109/SIVE.2017.7901607
    PDF
    Blog Entry

2016

  • Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence
    CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
    Acceptance rate: 25%
    DOI: 10.1145/2858036.2858065
    PDF

2014

  • Reindeer & Wolves: Exploring Sensory Deprivation in Multiplayer Digital Bodily Play
    CHI PLAY '14: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
    DOI: 10.1145/2658537.2661309
    PDF
    Blog Entry

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  • Content by Daniel J. Finnegan. All articles licensed under the BSD-3-Clause
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