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Dr Abe Karnik

Senior Lecturer

  1. 2024
  2. Published

    “Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education

    Aindow, A. M., Baines, A., Mccaffery, T., O’Neill, S., Salido, F. R. M., Collyer-Hoar, G., Limbert, G., Rubegni, E. & Karnik, A., 6/09/2024, In: Virtual Worlds. 3, 3, p. 354-367 14 p.

    Research output: Contribution to Journal/MagazineJournal articlepeer-review

  3. Published

    HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices

    Razevicius, G., Roudaut, A. & Karnik, A., 13/02/2024, In: Multimodal Technologies and Interaction. 8, 2, 13.

    Research output: Contribution to Journal/MagazineJournal articlepeer-review

  4. 2023
  5. Published

    Investigating the emergence of strategy in VR based reflective tasks

    Sims, R. & Karnik, A., 5/07/2023, Blackpool and The Fylde College Scholarship Review 2023, p. 38-49 12 p.

    Research output: Contribution to specialist publicationTechnical Reportpeer-review

  6. 2022
  7. Published

    FoodChoices(Q): Exploring the design of a serious game proxy for Likert-style survey questionnaires

    Rogoda, K., Daniszewski, P., Florowski, K., Mathur, R., Amouzgar, K., Mackenzie, J., Sauvé, K. & Karnik, A., 29/10/2022, In: Proceedings of the ACM on Human-Computer Interaction. 6, CHIPLAY, p. 1-15 15 p., 236.

    Research output: Contribution to Journal/MagazineJournal articlepeer-review

  8. Published

    Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VR

    Sims, R., Chang, B., Bennett, V., Krishnan, A., Aboubakar, A., Coman, G., Bahrami, A., Huang, Z., Clarke, C. & Karnik, A., 11/07/2022, Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022. Dengel, A., Bourguet, M.-L., Pedrosa, D., Hutson, J., Erenli, K., Economou, D., Pena-Rios, A. & Richter, J. (eds.). IEEE, p. 427-434 8 p. (2022 8th International Conference of the Immersive Learning Research Network (iLRN)).

    Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

  9. Published

    Opportunities and Challenges for VR-mediated Educational Resources: An Educators' Perspective

    Sims, R. & Karnik, A., 6/07/2022, EDULEARN22 Proceedings. Palma, Spain: IATED, p. 8810-8819 10 p. (14th International Conference on Education and New Learning Technologies).

    Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

  10. 2021
  11. Published

    Point of Contact: Investigating change in perception through a serious game for COVID-19 preventive measures

    Hill, J., Corke, E., Salawu, M., Cotterell, E., Russell, M., Gibbons, J., Mu, T. & Karnik, A., 30/09/2021, In: Proceedings of the ACM on Human-Computer Interaction. 5, CHI PLAY, 19 p., 274.

    Research output: Contribution to Journal/MagazineJournal articlepeer-review

  12. Published

    Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality

    Sims, R., Rutherford, N., Sukumaran, P., Yotov, N., Karnik, A. & Smith, T., 28/06/2021, 2021 7th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 5 p. (2021 7th International Conference of the Immersive Learning Research Network (iLRN) ).

    Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

  13. Published

    VERITAS: Mind-mapping in Virtual Reality

    Sims, R. & Karnik, A., 28/06/2021, 2021 7th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 8 p. (2021 7th International Conference of the Immersive Learning Research Network (iLRN) ).

    Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

  14. 2018
  15. Published

    FingerSlide: Investigating Passive Haptic Sliding As A Tacton Channel

    Karnik, A. A., Alexander, J. M., Yap, K. M., Wong, H. J. & Dembo, P., 29/11/2018, 2018 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE) (HAVE 2018). IEEE, 6 p.

    Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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