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Smart toys, smart tangibles, robots and other smart things for children.

, , , , and . IDC (Extended Abstracts), page 38-45. ACM, (2020)

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The Sigrid-Secrets Geocaching Trail: Influencing Well-being through a Gamified Art Experience., and . GamiFIN, volume 1857 of CEUR Workshop Proceedings, page 71-80. CEUR-WS.org, (2017)Design 'the Pori hidden beauties geocaching series': computer-supported collaborative web-based learning and sharing experiences.. Int. J. Web Based Communities, 11 (2): 131-152 (2015)Smart toys, smart tangibles, robots and other smart things for children., , , , and . IDC (Extended Abstracts), page 38-45. ACM, (2020)The internet of art as a site for learning and fun - Playful experiences through augmented geocaching., and . GamiFIN, volume 2359 of CEUR Workshop Proceedings, page 205-216. CEUR-WS.org, (2019)Workshop on the internet of toys: character toys with digital dimensions and connections., and . MindTrek, page 251-254. ACM, (2017)Digital Natives and Cardboard Cubes: Co-Creating a Physical Play(ful) Ideation Tool with Preschool Children., and . IDC, page 541-547. ACM, (2017)User expectations for mobile mixed reality services: an initial user study., , , , and . ECCE, page 19. VTT Technical Research Centre of Finland / ACM, (2009)Robot Pets as "Serious Toys"- Activating Social and Emotional Experiences of Elderly People., and . Inf. Syst. Frontiers, 26 (1): 25-39 (February 2024)Developing Interactive Company Presentations in the 3D Glue Virtual Reality Environment: A Collaborative Educational Approach., and . AHFE (17), volume 275 of Lecture Notes in Networks and Systems, page 185-196. Springer, (2021)Out of the Box, into the Cubes: Envisioning User Experiences Through a Tool for Gamification, Toyification and Playification., and . ArtsIT/DLI, volume 328 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 49-68. Springer, (2019)