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Thomas Bjørner
ORCID
Publication Activity (10 Years)
Years Active: 2016-2024
Publications (10 Years): 30
Top Topics
Subspace Clustering
Older Adults
Virtual Environment
High School Students
Top Venues
GoodIT
GALA
GOODTECHS
ECCE
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Publications
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Thomas Bjørner
,
Sofie Daniel Andersen
,
Emilie Sommer
,
Kristine Fogh Andersen
,
Marius Frederik Qvarnstrøm
,
Mie Møller Enevoldsen
,
Nicolai Lennart Larsson
,
Stacia Suwan Sørensen
A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education.
GoodIT
(2024)
Dannie Korsgaard
,
Thomas Bjørner
,
Pernille Krog Sørensen
,
Paolo Burelli
Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering.
CoRR
(2023)
Kathrine Marie Schledermann
,
Torben Skov Hansen
,
Thomas Bjørner
Perceived visual comfort and usefulness of a circadian lighting system implemented at a nursing home.
Multim. Tools Appl.
82 (4) (2023)
Mads Strømberg Petersen
,
Thomas Bjørner
,
Christian Tobias Arndt
,
Omar Safi
How a Serious Game Supports Elementary School History Classes in Teaching About the Bombardment of Copenhagen in 1807.
JCSG
(2023)
Thomas Bjørner
Using EEG data as Dynamic Difficulty Adjustment in a serious game about the plastic pollution in the oceans.
GoodIT
(2023)
Liana-Dorina Møsbæk
,
Thomas Bjørner
How to Design a Successful Training Application with Used Mobile Augmented Reality.
HCI (54)
(2023)
Thomas Bjørner
,
Nick B. Blume
,
Nicolaj J. D. Frederiksen
,
Victor S. Hjort
,
Amalie F. H. Mørck
,
Martin Ø. Petersen
An Engaging Serious Game that Strengthens High School Students' Understanding of the Periodic Table.
GALA
(2023)
Thomas Bjørner
,
Mads Strømberg Petersen
,
Niklas Lee Skjold Hansen
,
Gustav Søgaard Jakobsen
,
Daniel Bredgaard Hendriksen
How can a foundation be outlined for a successful serious game to increase reading engagement.
Int. J. Serious Games
10 (1) (2023)
Thomas Bjørner
,
Andreas Jin Sum
,
Rune Korsgaard Ludvigsen
,
Nicolai Lind Bouquin
,
Frederik Darling Larsen
,
Ulrik Kampel
Making homework fun: The effect of game-based learning on reading engagement.
GoodIT
(2022)
Helene Christine Reinbach
,
Thomas Bjørner
,
Thomas Skov
,
Dannie Michael Korsgaard
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.
HCI (46)
(2022)
Liana-Dorina Møsbæk
,
Thomas Bjørner
An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction.
iLRN
(2022)
Mads Strømberg Petersen
,
Niklas Lee Skjold Hansen
,
Gustav Søgaard Jakobsen
,
Daniel Henriksen
,
Thomas Bjørner
Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning.
DLI
(2022)
Mads Strømberg Petersen
,
Gustav Søgaard Jakobsen
,
Daniel Bredgaard Hendriksen
,
Niklas Lee Skjold Hansen
,
Thomas Bjørner
Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?
GALA
(2021)
Thomas Bjørner
,
Louise Gaard Hansen
,
Miicha Valimaa
,
Julie Ulnits Sørensen
,
Mircea Dobre
Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry.
JCSG
(2021)
Kathrine Marie Schledermann
,
Thomas Bjørner
,
Torben Skov Hansen
Danish Nursing Home Staff's Perceived Visual Comfort and Perceived Usefulness of a Circadian Lighting System.
GoodIT
(2021)
Thomas Bjørner
How can a serious game be designed to provide engagement with and awareness of the plastic crisis as part of UN's SDGs.
GoodIT
(2021)
Imre Dániel Báldy
,
Nikolaj Hansen
,
Thomas Bjørner
An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder.
Mob. Networks Appl.
26 (5) (2021)
Dannie Korsgaard
,
Thomas Bjørner
,
Pernille Krog Sørensen
,
Paolo Burelli
Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering.
User Model. User Adapt. Interact.
30 (1) (2020)
Thevakorn K. Lauritsen
,
Delan Kasim Ali
,
Niklas Fruerlund Jensen
,
Irene Ubieto Alamillo
,
Thomas Bjørner
How to Engage Young Adults in Reading H. C. Andersen's Fairy Tale the Little Mermaid, Through a Serious Game.
GALA
(2020)
Dannie Korsgaard
,
Thomas Bjørner
,
Jon Ram Bruun-Pedersen
,
Pernille Krog Sørensen
,
Federico J. A. Perez-Cueto
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.
VR Workshops
(2020)
Giulia D'Ettole
,
Thomas Bjørner
,
Amalia de Götzen
How to Design Potential Solutions for a Cross-country Platform that Leverages Students' Diversity: A User-Centered Design Approach - and Its Challenges.
HCI (22)
(2020)
Imre Dániel Báldy
,
Nikolaj Hansen
,
Thomas Bjørner
How to design and evaluate a serious game aiming at awareness of therapy skills associated with social anxiety disorder.
GOODTECHS
(2020)
Mads Strømberg Petersen
,
Niklas Lee Skjold Hansen
,
Gustav Søgaard Jakobsen
,
Thomas Bjørner
Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game.
DLI
(2020)
Dannie Korsgaard
,
Thomas Bjørner
,
Pernille Krog Sørensen
,
Jon Ram Bruun-Pedersen
Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality.
ECCE
(2019)
Imre Dániel Báldy
,
Nikolaj Hansen
,
Thomas Bjørner
How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety.
GALA
(2019)
Lene Heiselberg
,
Thomas Bjørner
How to evaluate emotional experiences in television drama series: improving viewer evaluations using a combination of psychophysiological measurements and self-reports.
Behav. Inf. Technol.
37 (9) (2018)
Lene Heiselberg
,
Thomas Bjørner
How to evaluate emotional experiences in television drama series: Improving viewer evaluations by psychophysiological measurements and self-reports.
ECCE
(2018)
Ademir Pasalic
,
Nikolaj Hollænder Andersen
,
Christopher Schinkel Carlsen
,
Emil Åberg Karlsson
,
Markus Berthold
,
Thomas Bjørner
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.
GOODTECHS
(2017)
Dannie Korsgaard
,
Niels Christian Nilsson
,
Thomas Bjørner
Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions.
WEVR@VR
(2017)
Nicolai Foldager
,
Hans Hansen
,
Mikkel Skovsmose Tewes
,
Thomas Bjørner
Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game.
GOODTECHS
(2016)