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Game-Based Learning for Fostering Digital Literacy in Older Adults: An Intergenerational Approach., , и . HCI (42), том 14725 из Lecture Notes in Computer Science, стр. 242-260. Springer, (2024)Towards Cognitive Accessibility in Digital Game Design: Evidence-Based Guidelines for Adults with Intellectual Disability., , и . CoG, стр. 1-4. IEEE, (2023)Developing a participatory game creation e-course in the field of Intellectual Disability., и . CoG, стр. 732-735. IEEE, (2020)The effect of virtual reality-based serious games in cognitive interventions: a meta-analysis study., , , , , , , и . REHAB, стр. 113-116. ACM, (2016)Epidemic Marketplace: An Information Management System for Epidemiological Data., , , , , , и . ITBAM, том 6266 из Lecture Notes in Computer Science, стр. 31-44. Springer, (2010)The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students., , и . Multimodal Technol. Interact., 6 (2): 10 (2022)Developing Playful and Tangible Approaches to the Gap Between Academia and Civil Society: Inclusion, and Access Through Participatory Action-Research., и . ArtsIT, том 479 из Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, стр. 429-444. Springer, (2022)Modeling the Effect of Hydrophobicity on the Passive Permeation of Solutes across a Bacterial Model Membrane., , , , , , , и . J. Chem. Inf. Model., 62 (20): 5023-5033 (2022)Increasing Data Availability for Solid Waste Collection Using an IoT Platform based on LoRaWAN and Blockchain., , , , , и . ANT/EDI40, том 220 из Procedia Computer Science, стр. 119-126. Elsevier, (2023)Smart Contract Implementation to Improve Security on Solid Waste Management Application., , , , , и . SDS, стр. 1-6. IEEE, (2022)