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Individuals' Variables in Cognitive Abilities Using a Narrative Serious Game.

, , , and . JCSG, volume 11243 of Lecture Notes in Computer Science, page 109-119. Springer, (2018)

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Can We Improve the Acceptance of e-Healthcare Services by Elderly People?, , , and . HEALTHINF, page 477-480. INSTICC Press, (2010)GameTeen: New Tools for Evaluating and Training Emotional Regulation Strategies., , , , , , , , , and . Annual Review of Cybertherapy and Telemedicine, volume 181 of Studies in Health Technology and Informatics, IOS Press, (2012)Using Serious Games to Train Adaptive Emotional Regulation Strategies., , , and . HCI (22), volume 8531 of Lecture Notes in Computer Science, page 541-549. Springer, (2014)Towards a Comprehensive Definition of User Experience for 3D Content., and . UCMedia, volume 60 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 51-59. Springer, (2010)Virtual Stealth Assessment: A New Methodological Approach for Assessing Psychological Needs., , , , and . JCSG, volume 10622 of Lecture Notes in Computer Science, page 1-11. Springer, (2017)Individuals' Variables in Cognitive Abilities Using a Narrative Serious Game., , , and . JCSG, volume 11243 of Lecture Notes in Computer Science, page 109-119. Springer, (2018)Speech Emotion Recognition from Social Media Voice Messages Recorded in the Wild., , , , and . HCI (38), volume 1224 of Communications in Computer and Information Science, page 330-336. Springer, (2020)MOOCs: Origins, Concept and Didactic Applications: A Systematic Review of the Literature (2012-2019)., , and . Technol. Knowl. Learn., 25 (4): 853-879 (2020)