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Social acceptance of proactive mobile services: observing and anticipating cultural aspects by a sociology of user experience method., and . sOc-EUSAI, page 117-122. ACM, (2005)Visual Indication while Sharing Items from a Private 3D Portal Room UI to Public Virtual Environments., , , and . INTERACT (4), volume 8120 of Lecture Notes in Computer Science, page 737-744. Springer, (2013)Revitalizing Viena Karelian dialect and culture with gamification., , , and . GamiFIN, volume 2359 of CEUR Workshop Proceedings, page 277-288. CEUR-WS.org, (2019)Designing Learning Games and Tools for Karelian Language - Considerations Based on Beginners' Experiences of Gameplay., and . FRUCT, page 3-14. IEEE, (2021)Karelian Language and Culture: a Qualitative User Study of Mobile and Web Games., and . CoG, page 1-8. IEEE, (2021)Studying the Navigation Assistance System for the Visually Impaired and Blind Persons and ICT use by their Caretakers., , , and . FRUCT, page 55-66. IEEE, (2021)Guidelines for Facilitating User-Centric Product and Service Development in an Open Innovation Environment., and . FRUCT, page 123-130. IEEE, (2019)Heuristic Evaluation of a Mobile Game Developed to Help Battle the Pandemic., , , , , and . CoG, page 1-8. IEEE, (2021)Between Beats: Linking Player Engagement to Advertisement Frequency and Intrusiveness., , and . FRUCT, page 71-78. IEEE, (2021)Approaching Collaborative Flow in Collaborative Gaming, a Survey Study., , and . FRUCT, page 147-154. IEEE, (2021)