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Methods and techniques for evaluating the emotional experiences of children with active videogames., and . Interacción, page 16:1-16:2. ACM, (2015)Educational Inclusion Through ICT., , and . Rev. Iberoam. de Tecnol. del Aprendiz., 16 (4): 352-354 (2021)Improving cognitive abilities through gestural interaction., , , and . REHAB, page 78-81. ACM, (2019)Evaluation of UX in Geolocated Serious Games with AR., , and . Interacción, page 2. ACM, (2016)A pilot study about the perception of experts in engineering education., and . TEEM, page 133-137. ACM, (2021)Pervasive gaming experiences to promote active aging using the virtual voice assistant Alexa., , , and . TEEM, page 189-194. ACM, (2021)Enhancing phonological awareness in children with dyslexia: application based on a computer learning game environment., , , and . REHAB, page 121-124. ACM, (2016)Special Issue: Advanced human-computer interfaces for promoting inclusive communication and social interaction., , , , and . Univers. Access Inf. Soc., 23 (1): 1-2 (March 2024)Interactive Applications as Support for Writing for Children with Learning Disabilities., , , and . Interacción, page 19:1-19:2. ACM, (2015)Natural Interaction without Marks., , , and . INTERACT (4), volume 6949 of Lecture Notes in Computer Science, page 580-583. Springer, (2011)