Author of the publication

A conceptual framework to compare two paradigms of augmented and mixed reality experiences.

, , , and . IDC, page 7-18. ACM, (2018)

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

An inclusive design approach for developing video games for children with Autism Spectrum Disorder., , , , , and . Comput. Hum. Behav., (2017)Designing an Interactive Installation for Children to Experience Abstract Concepts., and . Interacción (selected papers), page 1-10. Springer, (2007)Bodily Expression of Social Initiation Behaviors in ASC and non-ASC children: Mixed Reality vs. LEGO Game Play., , and . ICMI Companion, page 140-149. ACM, (2020)Design strategy to stimulate a diversity of motor skills for an exergame addressed to children., , , , , , and . IDC, page 84-91. ACM, (2013)Mixed Reality, Full-Body Interactive Experience to Encourage Social Initiation for Autism: Comparison with a Control Nondigital Intervention., , , and . Cyberpsychology Behav. Soc. Netw., 23 (1): 5-9 (2020)Achieving Dialogue with Children with Severe Autism in an Adaptive Multisensory Interaction: The 'MEDIATE' Project., , , and . IEEE Trans. Vis. Comput. Graph., 11 (6): 734-743 (2005)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)Learning from Failures in Designing and Evaluating Full-Body Interaction Learning Environments., and . CHI Extended Abstracts, page 1065-1074. ACM, (2017)Starting Research in Interaction Design with Visuals for Low-Functioning Children in the Autistic Spectrum: A Protocol., , , , , , , , , and 1 other author(s). Cyberpsy., Behavior, and Soc. Networking, 9 (2): 218-223 (2006)Experience as an Object to Think with: from Sensing-in-action to Making-Sense of action in Full-Body Interaction Learning Environments., , and . TEI, page 332-339. ACM, (2016)