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Creativity in Co-design for Physical Education: Comparing Contributions of Children and Professionals.

, , , , , and . ArtsIT/DLI, volume 229 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 469-478. Springer, (2017)

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Other publications of authors with the same name

The Importance of the Peak-End Rule for Repeated Visits to Augmented Play Spaces., , , and . PERSUASIVE (Adjunct), volume 2629 of CEUR Workshop Proceedings, CEUR-WS.org, (2020)Cooperative Tetris: The Influence of Social Exertion Gaming on Game Experience and Social Presence., and . INTETAIN, volume 178 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 115-123. Springer, (2016)Creativity in Co-design for Physical Education: Comparing Contributions of Children and Professionals., , , , , and . ArtsIT/DLI, volume 229 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 469-478. Springer, (2017)Adding Interactivity to BalanSAR: a Spatial Augmented Reality Game for Balancing in Physical Education., , , , and . CHI PLAY (Companion), page 383-389. ACM, (2017)Exploring the Application of Interactive Video Projection in Physical Education., , and . TEI, page 551-555. ACM, (2015)BalanSAR: Using Spatial Augmented Reality to Train Children's Balancing Skills in Physical Education., , , and . TEI, page 625-631. ACM, (2017)The Participant Journey Map: Understanding the Design of Interactive Augmented Play Spaces., , , and . Frontiers Comput. Sci., (2021)Energy Expenditure of Three Public and Three Home-based Active Video Games in Children., , , and . Comput. Entertain., 11 (1): 3:1-3:7 (2014)Participation Patterns of Interactive Playful Museum Exhibits: Evaluating the Participant Journey Map through Situated Observations., , , and . Conference on Designing Interactive Systems, page 1861-1885. ACM, (2023)