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Teaching by Means of a Technologically Augmented Environment: The Stanza Logo-Motoria.

, , , , , , , , and . INTETAIN, volume 78 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 231-235. Springer, (2011)

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A Musical Serious Game for Social Interaction through Augmented Rhythmic Improvisation., , and . CoRR, (2022)A workflow and novel digital filters for compensating speed and equalization errors on digitized audio open-reel tapes., , , , , , , , , and . Audio Mostly Conference, page 224-231. ACM, (2021)Symbolic Music Similarity through a Graph-Based Representation., , , and . Audio Mostly Conference, page 26:1-26:7. ACM, (2018)Defining an open source CAD workflow for experimental music and media arts., and . ARTECH, page 68:1-68:6. ACM, (2021)Play to Learn: from Serious Games to just Games., and . GoodIT, page 117-127. ACM, (2023)Analysis by synthesis of the expressive intentions in musical performance., , , and . ICMC, Michigan Publishing, (1997)Evaluating a multi-avatar game for speech therapy applications., , , , , , and . GOODTECHS, page 190-195. ACM, (2018)Multiple acoustic sources localization using incident Signal Power comparison., , , and . AVSS, page 77-82. IEEE Computer Society, (2011)Acoustic Experiences for Cultural Heritage Sites: A Pilot Experiment on Spontaneous Visitors' Interest., , , , , and . HCI (35), volume 12215 of Lecture Notes in Computer Science, page 300-311. Springer, (2020)CaRo 2.0: An Interactive System for Expressive Music Rendering., , and . Adv. Human-Computer Interaction, (2015)