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mQoL: Experiences of the 'mobile communications and computing for Quality of Life' Living Lab.

, , , , , , , and . HealthCom, page 177-181. IEEE, (2015)

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Stairstep recognition and counting in a serious Game for increasing users' physical activity., , , and . Personal and Ubiquitous Computing, 20 (6): 1015-1033 (2016)From a physical system to a pervasive solution to increase people physical activity: Is it possible?, and . ICME Workshops, page 1-6. IEEE Computer Society, (2013)mQoL: Experiences of the 'mobile communications and computing for Quality of Life' Living Lab., , , , , , , and . HealthCom, page 177-181. IEEE, (2015)Individuals' Stress Assessment Using Human-Smartphone Interaction Analysis., and . IEEE Trans. Affect. Comput., 9 (1): 51-65 (2018)mQoL smart lab: quality of life living lab for interdisciplinary experiments., , , and . UbiComp Adjunct, page 635-640. ACM, (2016)iSensestress: Assessing stress through human-smartphone interaction analysis., , and . PervasiveHealth, page 84-91. ICST, (2015)Evaluating Impact of Cross-platform Frameworks in Energy Consumption of Mobile Applications., and . WEBIST (1), page 423-431. SciTePress, (2014)Serious Games to Support Cognitive Development in Children with Cerebral Visual Impairment., , , , , and . Mob. Networks Appl., 23 (6): 1703-1714 (2018)StepByWatch: A smartwatch-based enhanced navigation system for visually impaired users., , , and . CCNC, page 1-5. IEEE, (2018)HelpMe!: A Serious Game for Rehabilitation of Children Affected by CVI., , , , , and . WEBIST, page 257-262. SciTePress, (2013)