activity
20102020
most citedEvaluation of Game Templates to support Programming Activities in Schools

8 citations · 23 across the 6 of their papers we have counts for

collaborators

7 papers

cs.HC2020★ 2 cited

TangToys: Smart Toys that can Communicate and Improve Children's Wellbeing

Kieran Woodward, Eiman Kanjo, David J Brown +1

Children can find it challenging to communicate their emotions especially when experiencing mental health challenges. Technological solutions may help children communicate digitall…

cs.LG2020★ 6 cited

On-Device Transfer Learning for Personalising Psychological Stress Modelling using a Convolutional Neural Network

Kieran Woodward, Eiman Kanjo, David J. Brown +1

Stress is a growing concern in modern society adversely impacting the wider population more than ever before. The accurate inference of stress may result in the possibility for per…

cs.HC2019★ 2 cited

Designing Accessible Visual Programming Tools for Children with Autism Spectrum Condition

Misbahu S. Zubair, David J. Brown, Matthew Bates +1

Visual Programming Tools (VPTs) allow users to create interactive media projects such as games and animations using visual representations of programming concepts. Although VPTs ha…

cs.HC2019★ 2 cited

Challenges of Designing and Developing Tangible Interfaces for Mental Well-being

Kieran Woodward, Eiman Kanjo, David Brown

Mental well-being technologies possess many qualities that give them the potential to help people receive assessment and treatment who may otherwise not receive help due to fear of…

cs.CY2019

Beyond Mobile Apps: A Survey of Technologies for Mental Well-being

Kieran Woodward, Eiman Kanjo, David Brown +4

Mental health problems are on the rise globally and strain national health systems worldwide. Mental disorders are closely associated with fear of stigma, structural barriers such…

cs.CY2018★ 8 cited

Evaluation of Game Templates to support Programming Activities in Schools

Bernadette Spieler, Christian Schindler, Wolfgang Slany +4

Game creation challenges in schools potentially provide engaging, goal-oriented, and interactive experiences in classes; thereby supporting the transfer of knowledge for learning i…