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An Early Evaluation Method for Social Presence in Serious Game., and . CSEDU (1), page 94-101. INSTICC Press, (2010)Mixed Reality as a Means to Strengthen Post-stroke Rehabilitation., , , and . HCI (14), volume 6774 of Lecture Notes in Computer Science, page 11-19. Springer, (2011)Cultures of Participation in the Healthcare Field: Could a VideoGame-Based Perspective Be Useful?. eHealth 360°, volume 181 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 65-74. Springer, (2016)Le désalignement de valeurs dans les interactions : une opportunité pour l'IHM soutenable: Value misalignments in interactions: an opportunity for sustainable HCI., , and . IHM, page 3:1-3:10. ACM, (2023)The Interactive-Token Approach to Board Games., , and . AmI, volume 9425 of Lecture Notes in Computer Science, page 138-154. Springer, (2015)Collaborative Serious Games for Crisis Management: An Overview., , and . WETICE, page 352-357. IEEE Computer Society, (2012)The Making of Accessibility to Rural Place for Blind People: The Relational Design of an Interactive Map., , and . Conference on Designing Interactive Systems, page 1419-1431. ACM, (2020)Preface., and . IxD&A, (2018)Sense and Sensibility: Designing a museum exhibit with Visually Impaired People., and . IxD&A, (2018)Fostering Access to Cultural Heritage Knowledge: Iterative Design for the Visit of Historical Monuments., , and . TPDL, volume 14241 of Lecture Notes in Computer Science, page 327-340. Springer, (2023)