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Katie Seaborn
Katie Seaborn
Tokyo Institute of Technology & RIKEN AIP
Verified email at mie.utoronto.ca - Homepage
Title
Cited by
Cited by
Year
Gamification in theory and action: A survey
K Seaborn, DI Fels
International Journal of Human-Computer Studies 74, 14-31, 2015
31182015
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
1852010
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
1202021
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
502011
Measuring voice UX quantitatively: A rapid review
K Seaborn, J Urakami
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing …, 2021
322021
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
322013
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
292016
What pronouns for Pepper? A critical review of gender/ing in research
K Seaborn, A Frank
CHI Conference on Human Factors in Computing Systems, 1-15, 2022
242022
Trust in human-AI interaction: Scoping out models, measures, and methods
T Ueno, Y Sawa, Y Kim, J Urakami, H Oura, K Seaborn
CHI Conference on Human Factors in Computing Systems Extended Abstracts, 1-7, 2022
232022
Nonverbal Cues in Human-Robot Interaction: A Communication Studies Perspective
J Urakami, K Seaborn
ACM Transactions on Human-Robot Interaction, 2022
202022
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
202020
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
202016
Neither "hear" nor "their": Interrogating gender neutrality in robots
K Seaborn, P Pennefather
Proceedings of the 2022 ACM/IEEE International Conference on Human-Robot …, 2022
182022
Psychological resilience during COVID-19: A meta-review protocol
K Seaborn, M Chignell, J Gwizdka
BMJ Open 11 (6), e051417, 2021
172021
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
172014
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
172012
Not only WEIRD but “uncanny”? A systematic review of diversity in human–robot interaction research
K Seaborn, G Barbareschi, S Chandra
International Journal of Social Robotics, 1-30, 2023
152023
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
142018
Linguistic Dead-Ends and Alphabet Soup: Finding Dark Patterns in Japanese Apps
S Hidaka, S Kobuki, M Watanabe, K Seaborn
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems …, 2023
132023
Removing gamification: A research agenda
K Seaborn
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing …, 2021
112021
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Articles 1–20