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A VR-Based Serious Game for Studying Emotional Regulation in Adolescents.

, , , , , , and . IEEE Computer Graphics and Applications, 35 (1): 65-73 (2015)

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Brain Activity Quantification for Sport Audiovisual Content Visualization using EEG., , , , , and . BIOSIGNALS, page 145-149. SciTePress, (2015)Psychological countermeasures in manned space missions: "EARTH" system for the Mars-500 project., , , , and . Comput. Hum. Behav., (2016)Shared virtual environment (SVE): a framework for developing social games., , , , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 258-259. ACM, (2007)An Advanced System for the Simulation and Planning of Orthodontic Treatments., , , , and . VBC, volume 1131 of Lecture Notes in Computer Science, page 511-520. Springer, (1996)Augmented Reality System for Keyhole Surgery - Performance and Accuracy Validation., , , , , and . GRAPP, page 273-279. SciTePress, (2011)Analyzing the Level of Presence While Navigating in a Virtual Environment during an fMRI Scan., , , , , , , and . INTERACT (4), volume 6949 of Lecture Notes in Computer Science, page 475-478. Springer, (2011)A game for emotional regulation in adolescents: The (body) interface device matters., , , , , , and . Comput. Hum. Behav., (2016)How natural is a natural interface? An evaluation procedure based on action breakdowns., , , , , , , and . Pers. Ubiquitous Comput., 17 (1): 69-79 (2013)Presence and Reality Judgment in Virtual Environments: A Unitary Construct?, , , , , and . Cyberpsy., Behavior, and Soc. Networking, 3 (3): 327-335 (2000)Clinically Significant Virtual Environments for the Treatment of Panic Disorder and Agoraphobia., , , , , and . Cyberpsy., Behavior, and Soc. Networking, 7 (5): 527-535 (2004)