Simon McCallum
Simon McCallum
Victoria University of Wellington
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Cited by
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Gamification and serious games for personalized health.
S McCallum
PHealth 177, 85-96, 2012
Dementia games: A literature review of dementia-related serious games
S McCallum, C Boletsis
Serious Games Development and Applications: 4th International Conference …, 2013
The effects of casual videogames on anxiety, depression, stress, and low mood: a systematic review
R Pine, T Fleming, S McCallum, K Sutcliffe
Games for health journal 9 (4), 255-264, 2020
The table mystery: An augmented reality collaborative game for chemistry education
C Boletsis, S McCallum
Serious Games Development and Applications: 4th International Conference …, 2013
The use of smartwatches for health monitoring in home-based dementia care
C Boletsis, S McCallum, BF Landmark
Human Aspects of IT for the Aged Population. Design for Everyday Life: First …, 2015
Augmented reality cubes for cognitive gaming: preliminary usability and game experience testing
C Boletsis, S McCallum
Serious Games Society, 2016
A taxonomy of serious games for dementia
S McCallum, C Boletsis
Games for Health: Proceedings of the 3rd european conference on gaming and …, 2013
Catastrophic forgetting and the pseudorehearsal solution in Hopfield-type networks
A Robins, S McCALLUM
Connection Science 10 (2), 121-135, 1998
Smartkuber: a serious game for cognitive health screening of elderly players
C Boletsis, S McCallum
Games for health journal 5 (4), 241-251, 2016
The consolidation of learning during sleep: comparing the pseudorehearsal and unlearning accounts
A Robins, S McCallum
Neural Networks 12 (7-8), 1191-1206, 1999
Realtime estimation of illumination direction for augmented reality on mobile devices
I Arief, S McCallum, JY Hardeberg
Color and Imaging Conference 20, 111-116, 2012
Augmented reality cube game for cognitive training: an interaction study
C Boletsis, S Mccallum
pHealth 2014, 81-87, 2014
Augmented reality & gesture-based architecture in games for the elderly
S McCallum, C Boletsis
Studies in health technology and informatics 189, 139-144, 2013
A robust method for distinguishing between learned and spurious attractors
AV Robins, SJR McCallum
Neural Networks 17 (3), 313-326, 2004
Young adolescents’ interest in a mental health casual video game
R Pine, K Sutcliffe, S McCallum, T Fleming
Digital Health 6, 2055207620949391, 2020
Connecting the player to the doctor: utilising serious games for cognitive training & screening
C Boletsis, S McCallum
Proc. Designing Self-Care Everyday Life, 5, 2014
Gamifying research in software engineering
M Nowostawski, S McCallum, D Mishra
Computer Applications in Engineering Education 26 (5), 1641-1652, 2018
Biometric access control using Near Field Communication and smart phones
MO Derawi, S McCallum, H Witte, P Bours
2012 5th IAPR International Conference on Biometrics (ICB), 490-497, 2012
Collaborative learning in VR for cross-disciplinary distributed student teams
E Prasolova-Førland, S McCallum, JG Estrada
2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and …, 2021
Emotion recognition for mobile devices with a potential use in serious games for autism spectrum disorder
OB Hansen, A Abdurihim, S McCallum
Serious Games Development and Applications: 4th International Conference …, 2013
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