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Innovative Parkinson's Disease Patients' Motor Skills Assessment: The i-PROGNOSIS Paradigm., , , , , , , , , and 25 other author(s). Frontiers Comput. Sci., (2020)NeuroSuitUp: System Architecture and Validation of a Motor Rehabilitation Wearable Robotics and Serious Game Platform., , , , , , , , , and 8 other author(s). Sensors, 23 (6): 3281 (March 2023)Emotion Recognition in the Wild: Results and Limitations from Active and Healthy Ageing Cases in a Living Lab., , , , and . eHealth 360°, volume 181 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 425-428. Springer, (2016)Brain Plasticity in Older Adults: Could It Be Better Enhanced by Cognitive Training via an Adaptation of the Virtual Reality Platform FitForAll or via a Commercial Video Game?, , , , , , , , and . IMCL, volume 725 of Advances in Intelligent Systems and Computing, page 728-742. Springer, (2017)Innovative interventions for Parkinson's disease patients using iPrognosis games: an evaluation analysis by medical experts., , , , , , , , , and 8 other author(s). PETRA, page 39:1-39:8. ACM, (2020)Unmet Needs of Persons with Down Syndrome: How Assistive Technology and Game-Based Training May Fill the Gap., , , , and . ICIMTH, volume 251 of Studies in Health Technology and Informatics, page 15-18. IOS Press, (2018)On Exploring Design Elements in Assistive Serious Games for Parkinson's Disease Patients: The i-PROGNOSIS Exergames Paradigm., , , , , , , , , and 4 other author(s). TISHW, page 1-8. IEEE, (2018)Motion Analysis on Depth Camera Data to Quantify Parkinson's Disease Patients' Motor Status Within the Framework of I-Prognosis Personalized Game Suite., , , , , , , , , and 4 other author(s). ICIP, page 3264-3268. IEEE, (2020)Exergames for Parkinson's Disease Patients: How Participatory Design Led to Technology Adaptation., , , , , and . ICIMTH, volume 251 of Studies in Health Technology and Informatics, page 78-81. IOS Press, (2018)