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GameTeen: New Tools for Evaluating and Training Emotional Regulation Strategies.

, , , , , , , , , and . Annual Review of Cybertherapy and Telemedicine, volume 181 of Studies in Health Technology and Informatics, IOS Press, (2012)

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Analysis of brain activation during visual tasks., , , , , , and . ICMCS, page 354-357. IEEE, (2012)Development and Calibration of an Eye-Tracking Fixation Identification Algorithm for Immersive Virtual Reality., , , and . Sensors, 20 (17): 4956 (2020)Navigation Comparison between a Real and a Virtual Museum: Time-dependent Differences using a Head Mounted Display., , , , , , and . Interact. Comput., 31 (2): 208-220 (2019)Modulating Virtual Affective Elicitation by Human Body Odors: Advancing Research on Social Signal Processing in Virtual Reality., , , , , , , , and . HCI (9), volume 14019 of Lecture Notes in Computer Science, page 317-327. Springer, (2023)Virtual Experience Toolkit: Enhancing 3D Scene Virtualization From Real Environments Through Computer Vision and Deep Learning Techniques., , , , , and . MetroXRAINE, page 694-699. IEEE, (2023)A Holistic Automatic Method for Grouping Facial Features Based on Their Appearance., , , and . EUSIPCO, page 1322-1326. IEEE, (2018)Speech Emotion Recognition from Social Media Voice Messages Recorded in the Wild., , , , and . HCI (38), volume 1224 of Communications in Computer and Information Science, page 330-336. Springer, (2020)Virtual Experience Toolkit: An End-to-End Automated 3D Scene Virtualization Framework Implementing Computer Vision Techniques., , , , and . Sensors, 24 (12): 3837 (June 2024)Technological Background of VR., , and . Cybertherapy, volume 99 of Studies in Health Technology and Informatics, IOS Press, (2004)The Spheres & Shield Maze Task: A Virtual Reality Serious Game for the Assessment of Risk Taking in Decision Making., , , , and . Cyberpsychology Behav. Soc. Netw., 23 (11): 773-781 (2020)