Panel Question and Answer Session for Pre-Recorded Talks
(2025)
Presentation / Conference Contribution
Outputs (29)
Digital educational escape rooms to enhance knowledge acquisition and student experience: An interdisciplinary series of case studies (2025)
Presentation / Conference Contribution
Digital educational escape rooms have gained significant traction as pedagogical tools in recent years, especially during the rapid digital transition resulting from the recent COVID-19 pandemic where physical educational escape rooms were unable to... Read More about Digital educational escape rooms to enhance knowledge acquisition and student experience: An interdisciplinary series of case studies.
Enhancing Laboratory Education through Collaborative Online International Learning: A Case Study between USA and UK Students (2025)
Journal Article
Collaborative Online International Learning (COIL) has emerged in recent years as an effective and viable alternative to increase the international opportunities within taught curricula. Through recent innovations in online collaboration tools, and e... Read More about Enhancing Laboratory Education through Collaborative Online International Learning: A Case Study between USA and UK Students.
A physiology digital escape room enhances physiological data analysis skills and student experience (2025)
Presentation / Conference Contribution
Active and gamified teaching methods have received significant interest within higher education over the past decade, with an increased push from higher education institutions to more actively engage students with their education. One example of acti... Read More about A physiology digital escape room enhances physiological data analysis skills and student experience.
Construcción de Marca Corporativa y autoría en el diseño de un discurso Anti-Disney: La obra de Hayao Miyazaki y su figura a través de la crítica cinematográfica a Walt Disney (2025)
Book Chapter
Hernández-Pérez M (2025) Construcción de Marca Corporativa y autoría en el diseño de un discurso Anti-Disney: La obra de Hayao Miyazaki y su figura a través de la crítica cinematográfica a Walt Disney. In: Santiago Iglesias JA (ed) Manga + Anime. Una... Read More about Construcción de Marca Corporativa y autoría en el diseño de un discurso Anti-Disney: La obra de Hayao Miyazaki y su figura a través de la crítica cinematográfica a Walt Disney.
‘But not for him. Just by him’: Hungarian landscapes and women’s time in the short fiction of Anna T. Szabó and Krisztina Tóth (2025)
Journal Article
Contemporary Hungarian women writers use the short form as a feminist intervention in current gender politics. Creating space in which to explore alternatives to patriarchal cultures and illiberal political movements, they deploy physical and imagina... Read More about ‘But not for him. Just by him’: Hungarian landscapes and women’s time in the short fiction of Anna T. Szabó and Krisztina Tóth.
A Decade of Silence. The Unsolved Case of Itai Dzamara. (2025)
Newspaper / Magazine
In this post, I use my previous experience of working for the Police in Zimbabwe and the UK to analyse the case of journalist cum political activist Itai Dzamara. Dzamara was abducted by unknown agents in broad day light in Harare 9th of March 2015... Read More about A Decade of Silence. The Unsolved Case of Itai Dzamara..
Socially Engaged Practice within the Gallery (2024)
Book Chapter
Terms of Engagement reflects on the language of collaboration and participation in socially engaged practice, with critical consideration of the usages of these terms. For the second iteration of the publication I focused on the role of co-curation a... Read More about Socially Engaged Practice within the Gallery.
Masterful defense vs. rookie fumbles: How do expert air hockey champs on mobile reveal their skills through posture and touch? (2024)
Presentation / Conference Contribution
We explored the relationships between expertise, in-game performance, posture, and screen interactions in mobile sports games. Twenty participants (10 experienced) played Disc-O, a turn-based air hockey game. Posture, phone holding style, play style,... Read More about Masterful defense vs. rookie fumbles: How do expert air hockey champs on mobile reveal their skills through posture and touch?.
Promoting Early Collaboration, Communication and Leveraging the Use of BIM between Project Stakeholders for the Generation of Effective Knowledge in Information Protocols (2024)
Presentation / Conference Contribution
Knowledge is a major asset for every organisation in the construction industry because it forms the basis of effective decision-making, thereby providing them with a competitive advantage. Knowledge management (KM) in construction projects is importa... Read More about Promoting Early Collaboration, Communication and Leveraging the Use of BIM between Project Stakeholders for the Generation of Effective Knowledge in Information Protocols.
Getting past a basketball defender is not just a matter of size: A virtual reality body- and action-scaled affordance approach (2023)
Presentation / Conference Contribution
Introduction: Affordance theory (Gibson, 1977) has been promoted as a relevant framework for understanding information-movement coupling in sport (Fajen et al., 2009). With virtual reality, it is now possible to show how decision-making is shaped by... Read More about Getting past a basketball defender is not just a matter of size: A virtual reality body- and action-scaled affordance approach.
A multi‐scale analysis of basketball throw in virtual reality for tracking perceptual‐motor expertise (2022)
Journal Article
To benefit from virtual reality (VR) as a complementary tool for training, coaches must determine the proper tools and variables for tracking sports performance. We explored the basketball shooting at several scales (basket-ball, ball-player, and pla... Read More about A multi‐scale analysis of basketball throw in virtual reality for tracking perceptual‐motor expertise.
Is perception of VAR outcome biomechanically accurate? (2022)
Presentation / Conference Contribution
The purpose of this study was to understand if offside judgments, using different video assistant referee (VAR) technologies (video replay vs. guiding lines), are biomechanically accurate. Ten college students viewed video clips of a football player,... Read More about Is perception of VAR outcome biomechanically accurate?.
Using virtual reality for the identification of expertise (2022)
Presentation / Conference Contribution
Cardiovascular and enjoyment comparisons after active videogame and running in type-1 diabetics: A randomized crossover trial (2021)
Journal Article
Background: Active videogames (AVGs) have been primarily studied in healthy individuals. To use the technology in type 1 diabetes mellitus (T1DM) patients, cardiovascular and enjoyment responses should be studied and compared with traditional exercis... Read More about Cardiovascular and enjoyment comparisons after active videogame and running in type-1 diabetics: A randomized crossover trial.
The influence of virtual reality head-mounted displays on balance outcomes and training paradigms: A systematic review (2021)
Journal Article
Background: Falls are the leading causes of (non)fatal injuries in older adults. Recent research has developed interventions that aim to improve balance in older adults using virtual reality (VR).
Purpose: We aimed to investigate the validity, rel... Read More about The influence of virtual reality head-mounted displays on balance outcomes and training paradigms: A systematic review.
Assessing decision making using 2D animations in elite academy footballers (2020)
Book Chapter
Having investigated the effects of videos in the preceding chapter, this chapter assesses 2D animation, a form of presentation used in many coaching situations. The aim of this experiment was to investigate decision-making skills in different age gro... Read More about Assessing decision making using 2D animations in elite academy footballers.
Expertise differences in a 2D animation simulation decision-making task: The influence of presentation speed on performance (2020)
Book Chapter
This article investigates the effect of using different playing speeds of 2D animation on the decision accuracy and reaction times of elite footballers. Groups of players from different age categories (under 16, under 18 and under 23 year olds) elite... Read More about Expertise differences in a 2D animation simulation decision-making task: The influence of presentation speed on performance.
Assessing decision-making in elite academy footballers using real-world video clips (2020)
Book Chapter
The aim of this experiment was to investigate whether there were differences in decision-making skills between different age groups (Under 16, 18 and 23) of elite academy footballers on a video-based task of real-life football scenarios. It also expl... Read More about Assessing decision-making in elite academy footballers using real-world video clips.
Augmented reality tools for sports education and training (2020)
Journal Article
Augmented reality (AR) provides additional information to the reality of sportspeople, and might offer supplementary advantages compared to other technologies. The goals of this study were to characterize and understand the benefits of AR in sports e... Read More about Augmented reality tools for sports education and training.