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Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review.

, , , , , , and . HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2017)

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Fostering Communication between the Elderly and the Youth with Social Games., , , , and . PACIS, page 227. (2015)Automatic rotation and zooming in mobile roadmaps., , and . Mobile HCI, page 255-258. ACM, (2006)Human Computer Interaction Opportunities in Hand Tracking and Finger Recognition in Ship Engine Room VR Training., , , , and . AHFE (18), volume 276 of Lecture Notes in Networks and Systems, page 343-351. Springer, (2021)Applying personas in designing exergames for knee arthrosis., , , , and . SeGAH, page 1-5. IEEE, (2018)Pragmatic and hedonic experience of virtual maritime simulator., , , and . GamiFIN, volume 3405 of CEUR Workshop Proceedings, page 106-112. CEUR-WS.org, (2023)Finger tracking and hand recognition technologies in virtual reality maritime safety training applications., , , , and . CogInfoCom, page 251-258. IEEE, (2020)Demo: Medieval gastro box - Utilizing VR technologies in immersive tourism experiences., , , , , , , and . CogInfoCom, page 77-78. IEEE, (2016)Indoor positioning with laser scanned models in the metal industry., , , , , and . UPINLBS, page 1-9. IEEE, (2010)Developing geosensor network support for Locawe platform: application of standards in low-rate communication context., , , , , and . ICPS, page 73-82. ACM, (2009)Lessons Learned from the Gamified Solutions in Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People., , , , and . EAI Endorsed Trans. Serious Games, 4 (13): e3 (2017)