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Video games for mental health., , , , and . Interactions, 26 (4): 32-36 (2019)Towards an Ambient Support System for Continence Management in Nursing Homes: An Exploratory Study., , , , , , and . HEALTHINF, page 438-446. SCITEPRESS, (2020)User eXperience Laddering with preschoolers: unveiling attributes and benefits of cuddly toy interfaces., , and . Personal and Ubiquitous Computing, 16 (4): 451-465 (2012)Motivation profiles of online Poker players and the role of interface preferences: A laddering study among amateur and (semi-) professionals., , , , and . Comput. Hum. Behav., (2014)The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers' Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard., , and . Fun and Games, volume 5294 of Lecture Notes in Computer Science, page 118-131. Springer, (2008)Playfully learning visual perspective taking skills with sifteo cubes., , , and . CHI PLAY, page 107-113. ACM, (2014)Laddering with young children in User eXperience evaluations: theoretical groundings and a practical case., and . IDC, page 156-165. ACM, (2010)Towards a likeability framework that meets child-computer interaction & communication sciences., and . IDC, page 1-8. ACM, (2007)More naturalness, less control: The effect of natural mapping on the co-located player experience., , , and . FDG, page 174-182. Society for the Advancement of the Science of Digital Games, (2013)Bathroom activity monitoring for older adults via wearable device., , , , and . ICHI, page 1-10. IEEE, (2020)