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Gaming Archaeology: Playful Learning for Children With Different Abilities.

, , and . DSAI, page 216-222. ACM, (2016)

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Rapping dyslexia: learning rhythm, rhyme and flow in dyslexic children., , and . NordiCHI, page 865-870. ACM, (2014)Il design per l'interazione tangibile.. University of Florence, Italy, (2016)Exploring movement qualities in reciprocal engagement., , , and . ICDL-EPIROB, page 124-129. IEEE, (2014)Expression-rich communication through a squeezable device., , , and . BioRob, page 536-541. IEEE, (2014)It's a Long Way to Neutrality. An Evaluation of Gendered Artificial Faces., , , , and . HCI (23), volume 14033 of Lecture Notes in Computer Science, page 366-378. Springer, (2023)Itinerarium: Co-designing A Tangible Journey Through History., , and . NordiCHI, page 84. ACM, (2016)From Stigma to Objects of Desire: Participatory Design of Interactive Jewellery for Deaf Women., , , , and . ArtsIT/DLI, volume 265 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 429-438. Springer, (2018)Musical viruses for graceful seduction., and . NordiCHI, page 731-735. ACM, (2012)Shaping empathy through perspective taking., , , and . RO-MAN, page 751-756. IEEE, (2013)Gaming Archaeology: Playful Learning for Children With Different Abilities., , and . DSAI, page 216-222. ACM, (2016)