Author of the publication

Determinants of use and non-use of a web-based communication system in cerebral palsy care: evaluating the association between professionals' system use and their a priori expectancies and background.

, , , and . BMC Medical Informatics Decis. Mak., (2011)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

Strategies to improve effectiveness of physical activity coaching systems: Development of personas for providing tailored feedback., , , , , , and . Health Informatics J., 24 (1): 92-102 (2018)Persuasive technology to support active and healthy ageing: An exploration of past, present, and future., , , , and . J. Biomed. Informatics, (2018)Development of an Integrated Virtual Group Training System for COPD Patients., , , , , and . HEALTHINF, page 101-108. SciTePress, (2014)How to Design Game-based Healthcare Applications for Children? - A Study on Children's Game Preferences., , and . HEALTHINF, page 422-430. SciTePress, (2018)Design Decisions for a Real Time, Alcohol Craving Study Using Physio- and Psychological Measures., , , , , , , , , and . PERSUASIVE, volume 10171 of Lecture Notes in Computer Science, page 3-15. Springer, (2017)Personalized support for well-being at work: an overview of the SWELL project., , , , , , , , , and 6 other author(s). User Model. User Adapt. Interact., 30 (3): 413-446 (2020)Insufficient Behavioral Change Skill Hampers Adoption of Ehealth Services., , , , , and . ICT4AWE, page 119-125. SciTePress, (2018)Healthcare Recommendations from the Personalised ICT Supported Service for Independent Living and Active Ageing (PERSSILAA) Study., , , , , , , , , and 19 other author(s). ICT4AgeingWell, page 91-103. SCITEPRESS, (2017)Exploring Personality and Game Preferences in the Younger and Older Population: A Pilot Study., , , and . ICT4AgeingWell, page 99-106. SCITEPRESS, (2016)The influence of vicarious experience provided through mobile technology on self-efficacy when learning new tasks., , and . Comput. Hum. Behav., (2016)