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Thomas Bjørner, Head of Media Innovation & Game Research
Thomas Bjørner, Head of Media Innovation & Game Research
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Citeret af
Citeret af
År
“Sure, I Would Like to Continue” a method for mapping the experience of engagement in video games
H Schønau-Fog, T Bjørner
Bulletin of Science, Technology & Society 32 (5), 405-412, 2012
462012
A systematic review of behavioural interventions promoting healthy eating among older people
X Zhou, FJA Perez-Cueto, QD Santos, E Monteleone, A Giboreau, ...
Nutrients 10 (2), 128, 2018
442018
Reporting
T Bjørner
Qualitative Methods for Consumer Research: The value of the qualitative …, 2015
42*2015
Designing an educational game: Design principles from a holistic perspective
T Bjoerner, CBS Hansen
International Journal of Learning 17 (10), 279-290, 2010
312010
Where would you like to eat? A formative evaluation of mixed-reality solitary meals in virtual environments for older adults with mobility impairments who live alone
D Korsgaard, T Bjøner, NC Nilsson
Food research international 117, 30-39, 2019
272019
Time Use on Trains: Media Use/Non-use and Complex Shifts in Activities
T Bjørner
Mobilities 11 (5), 681-702, 2016
262016
The advantages of and barriers to being smart in a smart city: The perceptions of project managers within a smart city cluster project in Greater Copenhagen
T Bjørner
Cities 114, 103187, 2021
232021
The early interactive audience of a regional TV-station (DVB-T) in Denmark
T Bjoerner
Proceedings of the 1st European Conference on Interactive Television: From …, 2003
222003
Driving pleasure and perceptions of the transition from no automation to full self-driving automation
T Bjørner
Applied Mobilities 4 (https://doi.org/10.1080/23800127.2017.14), 257-272, 2019
202019
A contextual identification of home-living older adults' positive mealtime practices: A honeycomb model as a framework for joyful aging and the importance of social factors
T Bjørner, D Korsgaard, HC Reinbach, FJA Perez-Cueto
Appetite 129, 125-134, 2018
202018
Data Analysis and Findings
T Bjørner
Qualitative Methods for Consumer Research: The value of the qualitative …, 2015
202015
Creativity in Project Work—Students' Perceptions and Barriers
T Bjørner, L Busk Kofoed, JR Bruun-Pedersen
International Journal of Engineering Education 28 (3), 545-553, 2012
192012
Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions
D Korsgaard, NC Nilsson, T Bjørner
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR), 1-4, 2017
162017
How to Describe and Measure Obstacles of Narrative Immersion in a Film? The Wheel of Immersion as a Framework
T Bjørner, A Magnusson, RP Nielsen
Nordicom Review 1 (37), 101-117, 2016
16*2016
How academic teachers perceive and facilitate creativity
T Bjørner, LB Kofoed
European Journal of Engineering Education 38 (5), 556-566, 2013
142013
Older adults eating together in a virtual living room: Opportunities and limitations of eating in augmented virtuality
D Korsgaard, T Bjørner, PK Sørensen, JR Bruun-Pedersen
Proceedings of the 31st european conference on cognitive ergonomics, 168-176, 2019
132019
Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering
D Korsgaard, T Bjørner, PK Sørensen, P Burelli
User modeling and user-adapted interaction 30 (1), 81-125, 2020
122020
Designing an engaging and informative application about first aid: Gamification and humor as design elements in a serious game
N Foldager, H Hansen, MS Tewes, T Bjørner
International Conference on Smart Objects and Technologies for Social Good …, 2016
122016
A priori user acceptance and the perceived driving pleasure in semi-autonomous and autonomous vehicles
T Bjørner
122015
Data collection
T Bjørner
Qualitative Methods for Consumer Research: The value of the qualitative …, 2015
112015
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Artikler 1–20