• 56 Citations
  • 4 h-Index
20052020
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Fingerprint Dive into the research topics where Heather C. Lum is active. These topic labels come from the works of this person. Together they form a unique fingerprint.

  • 1 Similar Profiles
Eye movements Engineering & Materials Science
robot Social Sciences
Robotics Engineering & Materials Science
Robots Engineering & Materials Science
Human engineering Engineering & Materials Science
Students Engineering & Materials Science
performance Social Sciences
animal Social Sciences

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Research Output 2005 2020

  • 56 Citations
  • 4 h-Index
  • 29 Conference contribution
  • 3 Article
  • 2 Chapter
  • 2 Conference article

A Study of Metacognitive Problem Solving in Undergraduate Engineering Students

Elliott, L. J., Lum, H. C., Aqlan, F., Zhao, R. & Lasher, C. D., Jan 1 2020, Advances in Human Factors in Training, Education, and Learning Sciences - Proceedings of the AHFE 2019 International Conference on Human Factors in Training, Education, and Learning Sciences. Ahram, T., Nazir, S. & Karwowski, W. (eds.). Springer Verlag, p. 95-102 8 p. (Advances in Intelligent Systems and Computing; vol. 963).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Students
Engineering education
Virtual reality
Teaching
Engineers

Developing a virtual reality game for manufacturing education

Zhao, R., Aqlan, F., Elliott, L. J. & Lum, H. C., Aug 26 2019, Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019. Khosmood, F., Pirker, J., Apperley, T. & Deterding, S. (eds.). Association for Computing Machinery, 53. (ACM International Conference Proceeding Series).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Virtual reality
Education
Students

How immersion, presence, emotion, & workload differ in virtual reality and traditional game mediums

Lum, H. C., Greatbatch, R., Waldfogle, G. & Benedict, J., Jan 1 2018, 62nd Human Factors and Ergonomics Society Annual Meeting, HFES 2018. Human Factors and Ergonomics Society Inc., p. 1474-1478 5 p. (Proceedings of the Human Factors and Ergonomics Society; vol. 3).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

virtual reality
workload
Virtual reality
emotion
experience

Pokemon Go as a tool to study the social and cognitive factors that impact spatial navigation

Blasko, D., Lum, H. C., McGuire, M., Eichler, T., Landers, K. & Davis, K., Jan 1 2018, 62nd Human Factors and Ergonomics Society Annual Meeting, HFES 2018. Human Factors and Ergonomics Society Inc., p. 1221-1225 5 p. (Proceedings of the Human Factors and Ergonomics Society; vol. 2).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

cognitive factors
social factors
Navigation
Augmented reality
experience

Putting the applied in applied psychology: Experiential learning projects in the HFE classroom

Lum, H. C., Hancock, G. M., Waldfogle, G. E., Scholcover, F. & Kelling, N., Jan 1 2018, 62nd Human Factors and Ergonomics Society Annual Meeting, HFES 2018. Human Factors and Ergonomics Society Inc., p. 330-334 5 p. (Proceedings of the Human Factors and Ergonomics Society; vol. 1).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

psychology
Students
Human engineering
classroom
learning