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Wizard of Oz support throughout an iterative design process., , , , , and . IEEE Pervasive Computing, 4 (4): 18-26 (2005)Know before you go: feelings of flow for older players depends on game and player characteristics., , , , and . CHI PLAY, page 277-286. ACM, (2014)Wearable Technology Design and Accessibility Considerations Course., , , and . CHI Extended Abstracts, page 136:1-136:4. ACM, (2022)Program chairs., , and . ISMAR, page 1-4. IEEE Computer Society, (2013)Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment., , , , , , , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Rapidly Prototyping Marker Based Tangible User Interfaces., , , , and . HCI (13), volume 5622 of Lecture Notes in Computer Science, page 159-168. Springer, (2009)Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers., , , , , and . Comput. Hum. Behav., 29 (4): 1302-1306 (2013)Guest Editor's Introduction to the Special Section on the International Symposium on Mixed and Augmented Reality 2013., , and . IEEE Trans. Vis. Comput. Graph., 21 (5): 555-556 (2015)Designer's augmented reality toolkit, ten years later: implications for new media authoring tools., and . UIST, page 627-636. ACM, (2014)Usability an Important Goal for the Design of Therapeutic Games for Older Adults., , , , and . HCI (17), volume 8020 of Lecture Notes in Computer Science, page 358-364. Springer, (2013)