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Gamifying Social Media to Encourage Social Activities with Digital-Physical Hybrid Role-Playing., and . HCI (22), volume 8531 of Lecture Notes in Computer Science, page 581-591. Springer, (2014)Incorporating fictionality into the real space: a case of enhanced TCG., , , and . UbiComp/ISWC Adjunct, page 37-40. ACM, (2015)Value-Based Design for Gamifying Daily Activities., , and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 421-424. Springer, (2012)Human Interaction Issues in a Digital-Physical Hybrid World., , , , , , , and . CPSNA, page 49-54. IEEE Computer Society, (2014)Designing Human Behavior Through Social Influence in Mobile Crowdsourcing with Micro-communities., , , and . EGOVIS, volume 10441 of Lecture Notes in Computer Science, page 189-205. Springer, (2017)Analyzing Two Case Studies for Enhancing the Meaning of the Real Space., , and . NordiCHI, page 95. ACM, (2016)Blockchain-LI: A Study on Implementing Activity-Based Micro-Pricing using Cryptocurrency Technologies., , and . MoMM, page 203-207. ACM, (2016)Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling., and . HCI (10), volume 8013 of Lecture Notes in Computer Science, page 587-596. Springer, (2013)Virtual Drum: Ubiquitous and playful drum playing., , , , , and . GCCE, page 419-421. IEEE, (2014)Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society., , , and . HCI (19), volume 9749 of Lecture Notes in Computer Science, page 417-428. Springer, (2016)