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Biometric access control using Near Field Communication and smart phones.

, , , and . ICB, page 490-497. IEEE, (2012)

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Game Design Prototyping Workshop: Brainstorming and Designing Collaborative and Creative Game Prototypes with Immersive Surfaces., and . ISS Companion, page 72-75. ACM, (2022)Dementia Games: A Literature Review of Dementia-Related Serious Games., and . SGDA, volume 8101 of Lecture Notes in Computer Science, page 15-27. Springer, (2013)Collaborative learning in VR for cross-disciplinary distributed student teams., , and . VR Workshops, page 320-325. IEEE, (2021)Diving Into The Twilight Zone VR for Marine Biology., , , , and . VRST, page 50:1-50:2. ACM, (2023)The Table Mystery: An Augmented Reality Collaborative Game for Chemistry Education., and . SGDA, volume 8101 of Lecture Notes in Computer Science, page 86-95. Springer, (2013)Mechanisms for Memory Consolidation., and . New Zealand Computer Science Research Students' Conference, page 30-37. University of Waikato, (1999)The Use of Smartwatches for Health Monitoring in Home-Based Dementia Care., , and . HCI (26), volume 9194 of Lecture Notes in Computer Science, page 15-26. Springer, (2015)Biometric access control using Near Field Communication and smart phones., , , and . ICB, page 490-497. IEEE, (2012)Evaluating a Gaming System for Cognitive Screening and Sleep Duration Assessment of Elderly Players: A Pilot Study., and . GALA, volume 10056 of Lecture Notes in Computer Science, page 107-119. Springer, (2016)Creating a Computer Game Design Course, , and . Proceedings of the New Zealand Game Developers Conference, NZGDC, (2004)