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Crowdsourcing platforms can be roughly divided into two kinds: the ones that offer simple, short, and unskilled work (microtasking) and those that offer complex, longer tasks, which are difficult to break down and usually involve creativity (macrotasking). Past research has mapped the landscape of microtask crowdsourcing. Little, however, is known about where commercial platforms stand when it comes to creative crowdsourcing. Which types of creative tasks are offered? How are these remunerated? Do all platforms facilitate the same type of creative work? Given the increasing importance that creative crowdsourcing is expected to play in the near future, in this chapter we partially map the current state of this type of online work over time. During a six-month period, and on a daily basis, we collected public data from seven creative crowdsourcing platforms. Our data, covering more than thirteen thousand tasks, show that there are plenty of graphic design tasks but better financial rewards for other types of creative tasks, as well as a trend for creative crowd work platforms to offer longer tasks. Judging from the total rewards in those six months, we can also conclude that creative crowdsourcing will benefit from a shift to dynamic rather than fixed rewards, but also that this type of crowd work is still at an embryonic stage and has growth potential. Finally, our results highlight the need for a platform data watchdog, as well as the need for a more nuanced perspective of creative crowdsourcing, distinguishing between the types of platforms within this genre of online work.
Vassilis-Javed Khan; Ioanna Lykourentzou; Georgios Metaxas. A Six-Month, Multi-platform Investigation of Creative Crowdsourcing. Advances in Longitudinal HCI Research 2021, 227 -242.
AMA StyleVassilis-Javed Khan, Ioanna Lykourentzou, Georgios Metaxas. A Six-Month, Multi-platform Investigation of Creative Crowdsourcing. Advances in Longitudinal HCI Research. 2021; ():227-242.
Chicago/Turabian StyleVassilis-Javed Khan; Ioanna Lykourentzou; Georgios Metaxas. 2021. "A Six-Month, Multi-platform Investigation of Creative Crowdsourcing." Advances in Longitudinal HCI Research , no. : 227-242.
Intangible Cultural Heritage is at a continuous risk of extinction. Where historical artefacts engine the machinery of intercontinental mass-tourism, socio-technical changes are reshaping the anthropomorphic landscapes everywhere on the globe, at an unprecedented rate. There is an increasing urge to tap into the hidden semantics and the anecdotes surrounding people, memories and places. The vast cultural knowledge made of testimony, oral history and traditions constitutes a rich cultural ontology tying together human beings, times, and situations. Altogether, these complex, multidimensional features make the task of data-mapping of intangible cultural heritage a problem of sustainability and preservation. This paper addresses a suggested route for conceiving, designing and appraising a digital framework intended to support the conservation of the intangible experience, from a user and a collective-centred perspective. The framework is designed to help capture the intangible cultural value of all places exhibiting cultural-historical significance, supported by an extensive analysis of the literature. We present a set of design recommendations for designing mobile apps that are intended to converge crowdsourcing to Intangible Cultural Heritage.
Bas Hannewijk; Federica Lucia Vinella; Vassilis-Javed Khan; Ioanna Lykourentzou; Konstantinos Papangelis; Judith Masthoff. Capturing the City’s Heritage On-the-Go: Design Requirements for Mobile Crowdsourced Cultural Heritage. Sustainability 2020, 12, 2429 .
AMA StyleBas Hannewijk, Federica Lucia Vinella, Vassilis-Javed Khan, Ioanna Lykourentzou, Konstantinos Papangelis, Judith Masthoff. Capturing the City’s Heritage On-the-Go: Design Requirements for Mobile Crowdsourced Cultural Heritage. Sustainability. 2020; 12 (6):2429.
Chicago/Turabian StyleBas Hannewijk; Federica Lucia Vinella; Vassilis-Javed Khan; Ioanna Lykourentzou; Konstantinos Papangelis; Judith Masthoff. 2020. "Capturing the City’s Heritage On-the-Go: Design Requirements for Mobile Crowdsourced Cultural Heritage." Sustainability 12, no. 6: 2429.
Coping with stress is crucial for a healthy lifestyle. In the past, a great deal of research has been conducted to use socially assistive robots as a therapy to alleviate stress and anxiety related problems. However, building a fully autonomous social robot which can deliver psycho-therapeutic solutions is a very challenging endeavor due to limitations in artificial intelligence (AI). To overcome AI’s limitations, researchers have previously introduced crowdsourcing-based teleoperation methods, which summon the crowd’s input to control a robot’s functions. However, in the context of robotics, such methods have only been used to support the object manipulation, navigational, and training tasks. It is not yet known how to leverage real-time crowdsourcing (RTC) to process complex therapeutic conversational tasks for social robotics. To fill this gap, we developed Crowd of Oz (CoZ), an open-source system that allows Softbank’s Pepper robot to support such conversational tasks. To demonstrate the potential implications of this crowd-powered approach, we investigated how effectively, crowd workers recruited in real-time can teleoperate the robot’s speech, in situations when the robot needs to act as a life coach. We systematically varied the number of workers who simultaneously handle the speech of the robot (N = 1, 2, 4, 8) and investigated the concomitant effects for enabling RTC for social robotics. Additionally, we present Pavilion, a novel and open-source algorithm for managing the workers’ queue so that a required number of workers are engaged or waiting. Based on our findings, we discuss salient parameters that such crowd-powered systems must adhere to, so as to enhance their performance in response latency and dialogue quality.
Tahir Abbas; Vassilis-Javed Khan; Ujwal Gadiraju; Emilia Barakova; Panos Markopoulos. Crowd of Oz: A Crowd-Powered Social Robotics System for Stress Management. Sensors 2020, 20, 569 .
AMA StyleTahir Abbas, Vassilis-Javed Khan, Ujwal Gadiraju, Emilia Barakova, Panos Markopoulos. Crowd of Oz: A Crowd-Powered Social Robotics System for Stress Management. Sensors. 2020; 20 (2):569.
Chicago/Turabian StyleTahir Abbas; Vassilis-Javed Khan; Ujwal Gadiraju; Emilia Barakova; Panos Markopoulos. 2020. "Crowd of Oz: A Crowd-Powered Social Robotics System for Stress Management." Sensors 20, no. 2: 569.
Simon À Campo; Vassilis Javed Khan; Konstantinos Papangelis; Panos Markopoulos. Community heuristics for user interface evaluation of crowdsourcing platforms. Future Generation Computer Systems 2019, 95, 775 -789.
AMA StyleSimon À Campo, Vassilis Javed Khan, Konstantinos Papangelis, Panos Markopoulos. Community heuristics for user interface evaluation of crowdsourcing platforms. Future Generation Computer Systems. 2019; 95 ():775-789.
Chicago/Turabian StyleSimon À Campo; Vassilis Javed Khan; Konstantinos Papangelis; Panos Markopoulos. 2019. "Community heuristics for user interface evaluation of crowdsourcing platforms." Future Generation Computer Systems 95, no. : 775-789.
Trying to understand a player's characteristics with regards to a computer game is a major line of research known as player modeling. The purpose of player modeling is typically the adaptation of the game itself. We present two studies that extend player modeling into player profiling by trying to identify abstract personality traits, such as the need for cognition and self-esteem , through a player's in-game behavior. We present evidence that game mechanics that can be broadly adopted by several game genres, such as hints and a player's self-evaluation at the end of a level, correlate with the aforementioned personality traits. We conclude by presenting future directions for research regarding this topic, discuss the direct applications for the games industry, and explore how games can be developed as profiling tools with applications to other contexts.
Carlos Pereira Santos; Kevin Hutchinson; Vassilis Javed Khan; Panos Markopoulos. Profiling Personality Traits with Games. ACM Transactions on Interactive Intelligent Systems 2019, 9, 1 -30.
AMA StyleCarlos Pereira Santos, Kevin Hutchinson, Vassilis Javed Khan, Panos Markopoulos. Profiling Personality Traits with Games. ACM Transactions on Interactive Intelligent Systems. 2019; 9 (2-3):1-30.
Chicago/Turabian StyleCarlos Pereira Santos; Kevin Hutchinson; Vassilis Javed Khan; Panos Markopoulos. 2019. "Profiling Personality Traits with Games." ACM Transactions on Interactive Intelligent Systems 9, no. 2-3: 1-30.
David Verweij; Augusto Esteves; Saskia Bakker; Vassilis-Javed Khan. Designing Motion Matching for Real-World Applications. Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction 2019, 1 .
AMA StyleDavid Verweij, Augusto Esteves, Saskia Bakker, Vassilis-Javed Khan. Designing Motion Matching for Real-World Applications. Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction. 2019; ():1.
Chicago/Turabian StyleDavid Verweij; Augusto Esteves; Saskia Bakker; Vassilis-Javed Khan. 2019. "Designing Motion Matching for Real-World Applications." Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction , no. : 1.
Ambulatory assessment (AA) is a research method that aims to collect longitudinal biopsychosocial data in groups of individuals. AA studies are commonly conducted via mobile devices such as smartphones. Researchers tend to communicate their AA protocols to the community in natural language by describing step-by-step procedures operating on a set of materials. However, natural language requires effort to transcribe onto and from the software systems used for data collection, and may be ambiguous, thereby making it harder to reproduce a study. Though AA protocols may also be written as code in a programming language, most programming languages are not easily read by most researchers. Thus, the quality of scientific discourse on AA stands to gain from protocol descriptions that are easy to read, yet remain formal and readily executable by computers. This paper makes the case for using the HyperText Markup Language (HTML) to achieve this. While HTML can suitably describe AA materials, it cannot describe AA procedures. To resolve this, and taking away lessons from previous efforts with protocol implementations in a system called TEMPEST, we offer a set of custom HTML5 elements that help treat HTML documents as executable programs that can both render AA materials, and effect AA procedures on computational platforms.
Nikolaos Batalas; Vassilis-Javed Khan; Minita Franzen; Panos Markopoulos; Marije Aan Het Rot. Formal representation of ambulatory assessment protocols in HTML5 for human readability and computer execution. Behavior Research Methods 2018, 51, 2761 -2776.
AMA StyleNikolaos Batalas, Vassilis-Javed Khan, Minita Franzen, Panos Markopoulos, Marije Aan Het Rot. Formal representation of ambulatory assessment protocols in HTML5 for human readability and computer execution. Behavior Research Methods. 2018; 51 (6):2761-2776.
Chicago/Turabian StyleNikolaos Batalas; Vassilis-Javed Khan; Minita Franzen; Panos Markopoulos; Marije Aan Het Rot. 2018. "Formal representation of ambulatory assessment protocols in HTML5 for human readability and computer execution." Behavior Research Methods 51, no. 6: 2761-2776.
Carlos Pereira Santos; Vassilis-Javed Khan; Panos Markopoulos. Interactive Narratives for Profiling Ethics Orientation. Proceedings of the 36th European Conference on Cognitive Ergonomics 2018, 14 .
AMA StyleCarlos Pereira Santos, Vassilis-Javed Khan, Panos Markopoulos. Interactive Narratives for Profiling Ethics Orientation. Proceedings of the 36th European Conference on Cognitive Ergonomics. 2018; ():14.
Chicago/Turabian StyleCarlos Pereira Santos; Vassilis-Javed Khan; Panos Markopoulos. 2018. "Interactive Narratives for Profiling Ethics Orientation." Proceedings of the 36th European Conference on Cognitive Ergonomics , no. : 14.
Carlos Pereira Santos; Vassilis-Javed Khan; Panos Markopoulos. Profiling ethics orientation through play. Behaviour & Information Technology 2018, 37, 926 -935.
AMA StyleCarlos Pereira Santos, Vassilis-Javed Khan, Panos Markopoulos. Profiling ethics orientation through play. Behaviour & Information Technology. 2018; 37 (9):926-935.
Chicago/Turabian StyleCarlos Pereira Santos; Vassilis-Javed Khan; Panos Markopoulos. 2018. "Profiling ethics orientation through play." Behaviour & Information Technology 37, no. 9: 926-935.
Researchers who perform Ecological Momentary Assessment (EMA) studies tend to rely on informatics experts to set up and administer their data collection protocols with digital media. Contrary to standard surveys and questionnaires that are supported by widely available tools, setting up an EMA protocol is a substantial programming task. Apart from constructing the survey items themselves, researchers also need to design, implement, and test the timing and the contingencies by which these items are presented to respondents. Furthermore, given the wide availability of smartphones, it is becoming increasingly important to execute EMA studies on user-owned devices, which presents a number of software engineering challenges pertaining to connectivity, platform independence, persistent storage, and back-end control. We discuss TEMPEST, a web-based platform that is designed to support non-programmers in specifying and executing EMA studies. We discuss the conceptual model it presents to end-users, through an example of use, and its evaluation by 18 researchers who have put it to real-life use in 13 distinct research studies.
Nikolaos Batalas; Marije Aan Het Rot; Vassilis Javed Khan; Panos Markopoulos. Using TEMPEST. Proceedings of the ACM on Human-Computer Interaction 2018, 2, 1 -24.
AMA StyleNikolaos Batalas, Marije Aan Het Rot, Vassilis Javed Khan, Panos Markopoulos. Using TEMPEST. Proceedings of the ACM on Human-Computer Interaction. 2018; 2 (EICS):1-24.
Chicago/Turabian StyleNikolaos Batalas; Marije Aan Het Rot; Vassilis Javed Khan; Panos Markopoulos. 2018. "Using TEMPEST." Proceedings of the ACM on Human-Computer Interaction 2, no. EICS: 1-24.
Tahir Abbas; Vassilis-Javed Khan; Daniel Tetteroo; Panos Markopoulos. How Creative is the Crowd in Describing Smart Home Scenarios? Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems 2018, LBW030 .
AMA StyleTahir Abbas, Vassilis-Javed Khan, Daniel Tetteroo, Panos Markopoulos. How Creative is the Crowd in Describing Smart Home Scenarios? Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. 2018; ():LBW030.
Chicago/Turabian StyleTahir Abbas; Vassilis-Javed Khan; Daniel Tetteroo; Panos Markopoulos. 2018. "How Creative is the Crowd in Describing Smart Home Scenarios?" Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems , no. : LBW030.
Current design and development practices for technologies in museums are costly and difficult to scale. We present a case study that shows that paid crowdsourcing is a viable approach for the design of a Museum app from concept to the development of a working prototype, and the creation of scalable content for over 80 museums worldwide. The concept that was developed is a quiz-type mobile app, the content of which was collected by existing crowdsourcing platforms. Our work extends prior studies of crowdsourcing in cultural institutions by reporting on the process, platforms, and data we utilized so that other institutions could replicate them. Paid crowdsourcing of content for a mobile museum application creates opportunities for new museum experiences that fit into the modern technological society. This emerging crowdsourcing approach addresses the evolving museum trend of being community-centered. The case study shows interesting opportunities for content modification regarding decent and up-to-date information which can make the application self-sustaining.
Lindsey Van Der Lans; Evy Ligia Ansems; Vassilis-Javed Khan. Paid Crowdsourcing as Concept and Content Generator to Enhance Museum Experiences. Movement, Time, Technology, and Art 2018, 137 -156.
AMA StyleLindsey Van Der Lans, Evy Ligia Ansems, Vassilis-Javed Khan. Paid Crowdsourcing as Concept and Content Generator to Enhance Museum Experiences. Movement, Time, Technology, and Art. 2018; ():137-156.
Chicago/Turabian StyleLindsey Van Der Lans; Evy Ligia Ansems; Vassilis-Javed Khan. 2018. "Paid Crowdsourcing as Concept and Content Generator to Enhance Museum Experiences." Movement, Time, Technology, and Art , no. : 137-156.
David Verweij; Augusto Esteves; Vassilis Javed Khan; Saskia Bakker. Smart Home Control using Motion Matching and Smart Watches. Proceedings of the 2017 ACM International Conference on Interactive Surfaces and Spaces 2017, 466 -468.
AMA StyleDavid Verweij, Augusto Esteves, Vassilis Javed Khan, Saskia Bakker. Smart Home Control using Motion Matching and Smart Watches. Proceedings of the 2017 ACM International Conference on Interactive Surfaces and Spaces. 2017; ():466-468.
Chicago/Turabian StyleDavid Verweij; Augusto Esteves; Vassilis Javed Khan; Saskia Bakker. 2017. "Smart Home Control using Motion Matching and Smart Watches." Proceedings of the 2017 ACM International Conference on Interactive Surfaces and Spaces , no. : 466-468.
Self-identity in mobile location-based social networks (LBSN) is a relatively underexplored topic. In this paper, we present our initial understandings on the role that LBSN play in the self-identity of its users and introduce a relationship between self-identity and expressions of territoriality in LBSN. Our work presented in this paper is based on a six-week study using a novel LBSN called GeoMoments. Our primary purpose is to draw attention to the importance of potential perceived power facilitated by identity claims over an area, and to the temporal nature of the layered meanings of physical places in LBSN so they can be drawn upon as a resource for design
Konstantinos Papangelis; Yiyang Sheng; Hai-Ning Liang; Alan Chamberlain; Vassilis-Javed Khan; Ting Cao. Unfolding the interplay of self-identity and expressions of territoriality in location-based social networks. Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers 2017, 177 -180.
AMA StyleKonstantinos Papangelis, Yiyang Sheng, Hai-Ning Liang, Alan Chamberlain, Vassilis-Javed Khan, Ting Cao. Unfolding the interplay of self-identity and expressions of territoriality in location-based social networks. Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers. 2017; ():177-180.
Chicago/Turabian StyleKonstantinos Papangelis; Yiyang Sheng; Hai-Ning Liang; Alan Chamberlain; Vassilis-Javed Khan; Ting Cao. 2017. "Unfolding the interplay of self-identity and expressions of territoriality in location-based social networks." Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers , no. : 177-180.
Arief Ernst Hühn; Vassilis-Javed Khan; Paul Ketelaar; Jonathan Van 't Riet; Ruben Konig; Esther Rozendaal; Nikolaos Batalas; Panos Markopoulos. Does location congruence matter? A field study on the effects of location-based advertising on perceived ad intrusiveness, relevance & value. Computers in Human Behavior 2017, 73, 659 -668.
AMA StyleArief Ernst Hühn, Vassilis-Javed Khan, Paul Ketelaar, Jonathan Van 't Riet, Ruben Konig, Esther Rozendaal, Nikolaos Batalas, Panos Markopoulos. Does location congruence matter? A field study on the effects of location-based advertising on perceived ad intrusiveness, relevance & value. Computers in Human Behavior. 2017; 73 ():659-668.
Chicago/Turabian StyleArief Ernst Hühn; Vassilis-Javed Khan; Paul Ketelaar; Jonathan Van 't Riet; Ruben Konig; Esther Rozendaal; Nikolaos Batalas; Panos Markopoulos. 2017. "Does location congruence matter? A field study on the effects of location-based advertising on perceived ad intrusiveness, relevance & value." Computers in Human Behavior 73, no. : 659-668.
Motion matching input, following continuously moving targets by performing bodily movements, offers new interaction possibilities in multiple domains. Unlike optical motion matching input systems, our technique utilizes a smartwatch to record motion data from the users' wrists, providing robust input regardless of lighting conditions or momentary occlusions. We demonstrate an implementation of motion matching input using smartwatches for interactive television, that allows multi-user input using bodily movements and offers new interaction possibilities by means of a second screen as extension on TV display.
David Verweij; Vassilis-Javed Khan; Augusto Esteves; Saskia Bakker. Multi-User Motion Matching Interaction for Interactive Television using Smartwatches. Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video 2017, 67 -68.
AMA StyleDavid Verweij, Vassilis-Javed Khan, Augusto Esteves, Saskia Bakker. Multi-User Motion Matching Interaction for Interactive Television using Smartwatches. Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video. 2017; ():67-68.
Chicago/Turabian StyleDavid Verweij; Vassilis-Javed Khan; Augusto Esteves; Saskia Bakker. 2017. "Multi-User Motion Matching Interaction for Interactive Television using Smartwatches." Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video , no. : 67-68.
In this paper, we detail a software platform that enables game developers to expose aspects of their games to researchers who are not necessarily familiar with game development, providing them the possibility to customize game content for behavioral user research, and more specifically to embed survey items in a game context. With this platform we introduce the concept of Games User Research as a Service (GURaaS). This articled describes the process we followed to design GURaaS, its high level architecture and its application in a case study. We envision that GURaaS will assist researchers and organizations by helping them expand their reach in finding participants and in collecting survey data reducing the tedium for survey participants.
Carlos Pereira Santos; Jeroen Van De Haterd; Kevin Hutchinson; Vassilis Javed Khan; Panos Markopoulos. GURaaS: An End-User Platform for Embedding Research Instruments into Games. Transactions on Petri Nets and Other Models of Concurrency XV 2017, 34 -48.
AMA StyleCarlos Pereira Santos, Jeroen Van De Haterd, Kevin Hutchinson, Vassilis Javed Khan, Panos Markopoulos. GURaaS: An End-User Platform for Embedding Research Instruments into Games. Transactions on Petri Nets and Other Models of Concurrency XV. 2017; ():34-48.
Chicago/Turabian StyleCarlos Pereira Santos; Jeroen Van De Haterd; Kevin Hutchinson; Vassilis Javed Khan; Panos Markopoulos. 2017. "GURaaS: An End-User Platform for Embedding Research Instruments into Games." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 34-48.
We present WaveTrace, a novel interaction technique based on selection by motion matching. In motion matching systems, targets move continuously in a singular and pre-defined path -- users interact with these by performing a synchronous bodily movement that matches the movement of one of the targets. Unlike previous work which tracks user input through optical systems, WaveTrace is arguably the first motion matching technique to rely on motion data from inertial measurement units readily available in many wrist-worn wearable devices such as smart watches. To evaluate the technique, we conducted a user study in which we varied: hand; degrees of visual angle; target speed; and number of concurrent targets. Preliminary results indicate that the technique supports up to eight concurrent targets; and that participants could select targets moving at speeds between 180 and 270/s (mean acquisition time of 2237ms, and average success rate of 91%).
David Verweij; Augusto Esteves; Vassilis Javed Khan; Saskia Bakker. WaveTrace. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems 2017, 2180 -2186.
AMA StyleDavid Verweij, Augusto Esteves, Vassilis Javed Khan, Saskia Bakker. WaveTrace. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. 2017; ():2180-2186.
Chicago/Turabian StyleDavid Verweij; Augusto Esteves; Vassilis Javed Khan; Saskia Bakker. 2017. "WaveTrace." Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems , no. : 2180-2186.
With the increasing popularity of mobile video games, game designers and developers are starting to integrate geolocation information into such games. Although popular location-based games (LBGs) such as Ingress and Pokémon Go have millions of users, research still needs to be carried out to fully understand the ways in which such games impact upon a player's interaction with other players and their physical surroundings. Consequently, there is limited knowledge on how user behavior can be addressed and drawn upon as a design resource to further engage and motivate players to play. To further understand this, we developed a LBG called CityConqueror and have conducted an in 'the wild' study. This initial study starts to unpack the ways that human territoriality can be expressed in LBGs to facilitate player motivation, engagement and can support the integration of the game in the player's daily life. Based on our findings we propose a series of design implications for LBGs. The primary purpose of this paper is to draw attention to the importance of territoriality and the way that this can be drawn upon as a resource for design.
Konstantinos Papangelis; Melvin Metzger; Yiyang Sheng; Hai-Ning Liang; Alan Chamberlain; Vassilis-Javed Khan. "Get Off My Lawn!". Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems 2017, 1955 -1961.
AMA StyleKonstantinos Papangelis, Melvin Metzger, Yiyang Sheng, Hai-Ning Liang, Alan Chamberlain, Vassilis-Javed Khan. "Get Off My Lawn!". Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. 2017; ():1955-1961.
Chicago/Turabian StyleKonstantinos Papangelis; Melvin Metzger; Yiyang Sheng; Hai-Ning Liang; Alan Chamberlain; Vassilis-Javed Khan. 2017. ""Get Off My Lawn!"." Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems , no. : 1955-1961.
Carlos Pereira Santos; Kevin Hutchinson; Vassilis Javed Khan; Panos Markopoulos. Measuring Self-Esteem with Games. Proceedings of the 22nd International Conference on Evaluation and Assessment in Software Engineering 2018 2017, 95 -105.
AMA StyleCarlos Pereira Santos, Kevin Hutchinson, Vassilis Javed Khan, Panos Markopoulos. Measuring Self-Esteem with Games. Proceedings of the 22nd International Conference on Evaluation and Assessment in Software Engineering 2018. 2017; ():95-105.
Chicago/Turabian StyleCarlos Pereira Santos; Kevin Hutchinson; Vassilis Javed Khan; Panos Markopoulos. 2017. "Measuring Self-Esteem with Games." Proceedings of the 22nd International Conference on Evaluation and Assessment in Software Engineering 2018 , no. : 95-105.