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Making Sense of Body and Space through Full-Body Interaction Design: A Case Study., and . IDC, page 613-618. ACM, (2016)Interactive slide: an interactive playground to promote physical activity and socialization of children., and . CHI Extended Abstracts, page 2407-2416. ACM, (2009)Participatory design methods to define educational goals for full-body interaction., , and . Advances in Computer Entertainment, page 50:1-50:4. ACM, (2014)Massive flux design for an interactive water installation: water games., , and . Advances in Computer Entertainment Technology, page 266-269. ACM, (2005)Participatory design strategies to enhance the creative contribution of children with special needs., , , , , and . IDC, page 85-94. ACM, (2014)Computational Modeling of Psycho-physiological Arousal and Social Initiation of children with Autism in Interventions through Full-Body Interaction., , , , and . ACII, page 573-579. IEEE, (2019)Think-4-EmCoDe framework: Highlighting key qualities in embodied co-design techniques for children., , , and . Int. J. Hum. Comput. Stud., (September 2023)The Role of Context in Defining Play., , and . CHI PLAY (Companion), page 407-413. ACM, (2018)Moving through the past: design and evaluation of a full-body interaction learning environment for a public space., , and . Interacción, page 54:1-54:3. ACM, (2017)An inclusive design approach for developing video games for children with Autism Spectrum Disorder., , , , , and . Comput. Hum. Behav., (2017)