All Stories

  1. A game to strengthen Danish high school student's understanding of the periodic table
  2. A serious game about the plastic pollution in the oceans
  3. Increased work satisfaction with implemented circadian lighting in a hospital
  4. How can a foundation be outlined for a successful serious game to increase reading engagement
  5. Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning
  6. How to teach history with use of Game-Based Learning
  7. How to Design a Successful Training Application with Used Mobile Augmented Reality
  8. Tell me what you see: An exploratory investigation of visual mental imagery evoked by music
  9. Identifying Nurses’ Perception of a Lighting Installation in a Newly Built Hospital
  10. Making homework fun: The effect of game-based learning on reading engagement
  11. Associations among social engagement, meal‐related behaviour, satisfaction with food‐related life and wellbeing in Danish older adults living alone
  12. Perceived visual comfort and usefulness of a circadian lighting system implemented at a nursing home
  13. An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction
  14. Photo Analysis for Characterizing Food-Related Behavior and Photo Elicitation to Set-Up a Mixed Reality Environment for Social Eating Among Older Adults Living at Home
  15. Staff’s Perceived Visual Comfort and Perceived Usefulness of a Circadian Lighting System
  16. Engagement with and Awareness of the Plastic Crisis through a Serious Game
  17. What is a smart city? How is it perceived? What are the advantages, and barriers in a Smart City?
  18. An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder
  19. An experiment of double dynamic lighting in an office responding to sky and daylight: Perceived effects on comfort, atmosphere and work engagement
  20. Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?
  21. Design and Evaluation of a Serious Game to Supplement Pupils’ Understanding of Molecular Structures in Chemistry
  22. Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game
  23. How to design and evaluate a serious game associated with social anxiety disorder
  24. Eating together while being apart: A pilot study on the effects of mixed-reality conversations and virtual environments on older eaters’ solitary meal experience and food intake
  25. Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering
  26. How to Design Potential Solutions for a Cross-country Platform that Leverages Students’ Diversity: A User-Centered Design Approach – and Its Challenges
  27. Reading the Little Mermaid through a Serious Game
  28. Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality
  29. Advantages and challenges of using mobile ethnography in a hospital case study: WhatsApp as a method to identify perceptions and practices
  30. 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
  31. How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety
  32. 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
  33. How to evaluate emotional experiences in television drama series
  34. Emotional experiences in television drama
  35. How are smart cities perceived by project leaders and participants in an ongoing project: The challenge of evaluating smart cities
  36. A Systematic Review of Behavioural Interventions Promoting Healthy Eating among Older People
  37. How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game
  38. Driving pleasure and perceptions of the transition from no automation to full self-driving automation
  39. Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions
  40. Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game
  41. How to Describe and Measure Obstacles of Narrative Immersion in a Film?
  42. Time Use on Trains: Media Use/Non-use and Complex Shifts in Activities
  43. How academic teachers perceive and facilitate creativity
  44. “Sure, I Would Like to Continue”
  45. If I had a Robot it should do Everything for me: Children’s Attitudes to Robots in Everyday Life