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Designing a system with persuasive communication to improve diet compliance for elderly users.

, and . PervasiveHealth, page 234-241. ACM, (2019)

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Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification., , , , and . J. Heal. Informatics Res., 7 (2): 141-168 (June 2023)Experiences with using persuasive technology in a diet trial for older adults., , , , and . PETRA, page 244-251. ACM, (2021)Using Topic Modelling to Personalise a Digital Self-compassion Training., , and . PervasiveHealth, volume 431 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 522-532. Springer, (2021)The Design of a High School Computer Science Learning Platform based on Student Modelling: Facilitating Classes without a Qualified Computer Science Teacher in the Netherlands., and . CSERC, page 59-61. ACM, (2022)Integrating gamification into a system to improve diet compliance for elderly users., and . GOODTECHS, page 150-155. ACM, (2020)Designing a system with persuasive communication to improve diet compliance for elderly users., and . PervasiveHealth, page 234-241. ACM, (2019)A serious game to improve the verbal resilience against doorstep scams., , and . Int. J. Serious Games, 7 (2): 89-119 (2020)Modeling Internalizing and Externalizing Behaviour in Autism Spectrum Disorders., , and . ICCCI (1), volume 9875 of Lecture Notes in Computer Science, page 13-26. Springer, (2016)Design of an Agent-Based Learning Environment for High-Risk Doorstep Scam Victims., , and . PAAMS (Workshops), volume 887 of Communications in Computer and Information Science, page 335-347. Springer, (2018)Bridging the Computer Science Teacher Shortage with a Digital Learning Platform., , , , and . CSEDU (1), page 289-296. SCITEPRESS, (2023)