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Sketching through the body: child-generated gestures in full-body interaction design.

, , and . IDC, page 255-258. ACM, (2015)

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Educational Robotics as a boundary object: Towards a research agenda., , , and . Int. J. Child Comput. Interact., (2021)Participatory design methods to define educational goals for full-body interaction., , and . Advances in Computer Entertainment, page 50:1-50:4. ACM, (2014)FUBImethod: Strategies to engage children in the co-design of Full-Body interactive experiences., , , and . Int. J. Hum. Comput. Stud., (2019)Learning about the past through situatedness, embodied exploration and digital augmentation of cultural heritage sites., , , , and . Int. J. Hum. Comput. Stud., (2018)A Critical analysis of full-body interaction learning environments : towards novel design and evaluation methods.. Pompeu Fabra University, Spain, (2016)An Autoethnographic Approach to Guide Situated Ethical Decisions in Participatory Design with Teenagers., and . Interact. Comput., 29 (3): 403-415 (2017)A conceptual framework to compare two paradigms of augmented and mixed reality experiences., , , and . IDC, page 7-18. ACM, (2018)Narrative-based elicitation: orchestrating contributions from experts and children., , and . CHI Extended Abstracts, page 1159-1164. ACM, (2014)Learning from Failures in Designing and Evaluating Full-Body Interaction Learning Environments., and . CHI Extended Abstracts, page 1065-1074. ACM, (2017)Raising Awareness of Stereotyping Through Collaborative Digital Storytelling: Design for Change with and for Children., , , and . Int. J. Hum. Comput. Stud., (2022)