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YouNDigital: A Multidisciplinary Co-creation Strategy to Define Audiences, Users, and Contexts of Use of a Digital Newsroom.

, , , , and . HCI (50), volume 14056 of Lecture Notes in Computer Science, page 326-336. Springer, (2023)

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YouNDigital: A Multidisciplinary Co-creation Strategy to Define Audiences, Users, and Contexts of Use of a Digital Newsroom., , , , and . HCI (50), volume 14056 of Lecture Notes in Computer Science, page 326-336. Springer, (2023)VR for Rehabilitation: The Therapist Interaction and Experience., , , , , , , , and . HCI (48), volume 1654 of Communications in Computer and Information Science, page 528-535. Springer, (2022)Girls4Cyber: A Game to Promote Awareness and Innovation in Cybersecurity., , , , and . HCI (40), volume 1583 of Communications in Computer and Information Science, page 481-486. Springer, (2022)Habits and Behaviors of e-health Users: A Study on the Influence of the Interface in the Perception of Trust and Credibility., and . CENTERIS/ProjMAN/HCist, volume 100 of Procedia Computer Science, page 602-610. Elsevier, (2016)Designing a Multimodal Application for People with Brain Injuries to Manage Their Daily Routine: A User-Centered Approach., , , and . HCI (11), volume 14021 of Lecture Notes in Computer Science, page 531-548. Springer, (2023)Com@Rehab: An Interactive and Personalised Rehabilitation Activity Based on Virtual Reality., , , , , , , , , and . BIOSTEC (2), page 776-788. SCITEPRESS, (2024)