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Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players., и . HCI (26), том 12787 из Lecture Notes in Computer Science, стр. 106-123. Springer, (2021)Senior Citizens as Storytellers: Contribution to Gamified Contexts., , и . HCI (29), том 13330 из Lecture Notes in Computer Science, стр. 69-79. Springer, (2022)The Use of Immersive Technologies While Ageing in the Digitally Mediated Society., , и . HCI (32), том 14042 из Lecture Notes in Computer Science, стр. 610-626. Springer, (2023)Strategies for Fostering Senior Citizens' Active Participation in Online Communities., , и . HCI (32), том 14042 из Lecture Notes in Computer Science, стр. 183-193. Springer, (2023)Virtual Reality Hippotherapy Simulator: A Model Proposal for Senior Citizens., , , и . HCI (32), том 14042 из Lecture Notes in Computer Science, стр. 592-609. Springer, (2023)Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the field., , , и . SeGAH, стр. 1-8. IEEE, (2018)Towards a New (Old) Generation of Cyclotourists: Implementing an Improved Concept of Jizo Brand., , и . HCI (43), том 14726 из Lecture Notes in Computer Science, стр. 227-242. Springer, (2024)Heuristics for designing digital games in assistive environments: Applying the guidelines to an ageing society., и . TISHW, стр. 20:1-20:8. IEEE, (2016)Social games and different generations: A heuristic evaluation of Candy Crush Saga., , и . TISHW, стр. 22:1-22:8. IEEE, (2016)Older Adults in ICT Contexts: Recommendations for Developing Tutorials., и . HCI (27), том 11592 из Lecture Notes in Computer Science, стр. 376-387. Springer, (2019)