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Learning about the past through situatedness, embodied exploration and digital augmentation of cultural heritage sites.

, , , , and . Int. J. Hum. Comput. Stud., (2018)

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Learning from Failures in Designing and Evaluating Full-Body Interaction Learning Environments., and . CHI Extended Abstracts, page 1065-1074. ACM, (2017)Achieving Dialogue with Children with Severe Autism in an Adaptive Multisensory Interaction: The 'MEDIATE' Project., , , and . IEEE Trans. Vis. Comput. Graph., 11 (6): 734-743 (2005)Moving through the past: design and evaluation of a full-body interaction learning environment for a public space., , and . Interacción, page 54:1-54:3. ACM, (2017)Starting Research in Interaction Design with Visuals for Low-Functioning Children in the Autistic Spectrum: A Protocol., , , , , , , , , and 1 other author(s). Cyberpsy., Behavior, and Soc. Networking, 9 (2): 218-223 (2006)An inclusive design approach for developing video games for children with Autism Spectrum Disorder., , , , , and . Comput. Hum. Behav., (2017)Mixed Reality, Full-Body Interactive Experience to Encourage Social Initiation for Autism: Comparison with a Control Nondigital Intervention., , , and . Cyberpsychology Behav. Soc. Netw., 23 (1): 5-9 (2020)Designing an Interactive Installation for Children to Experience Abstract Concepts., and . Interacción (selected papers), page 1-10. Springer, (2007)Design strategy to stimulate a diversity of motor skills for an exergame addressed to children., , , , , , and . IDC, page 84-91. ACM, (2013)Bodily Expression of Social Initiation Behaviors in ASC and non-ASC children: Mixed Reality vs. LEGO Game Play., , and . ICMI Companion, page 140-149. ACM, (2020)Autism and Technology: Beyond Assistance & Intervention., , and . CHI Extended Abstracts, page 3373-3378. ACM, (2016)