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Moving through the past: design and evaluation of a full-body interaction learning environment for a public space.

, , and . Interacción, page 54:1-54:3. ACM, (2017)

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Making Sense of Body and Space through Full-Body Interaction Design: A Case Study., and . IDC, page 613-618. ACM, (2016)Interactive slide: an interactive playground to promote physical activity and socialization of children., and . CHI Extended Abstracts, page 2407-2416. ACM, (2009)Participatory design methods to define educational goals for full-body interaction., , and . Advances in Computer Entertainment, page 50:1-50:4. ACM, (2014)Learning from Failures in Designing and Evaluating Full-Body Interaction Learning Environments., and . CHI Extended Abstracts, page 1065-1074. ACM, (2017)Moving through the past: design and evaluation of a full-body interaction learning environment for a public space., , and . Interacción, page 54:1-54:3. ACM, (2017)An inclusive design approach for developing video games for children with Autism Spectrum Disorder., , , , , and . Comput. Hum. Behav., (2017)Design strategy to stimulate a diversity of motor skills for an exergame addressed to children., , , , , , and . IDC, page 84-91. ACM, (2013)Bodily Expression of Social Initiation Behaviors in ASC and non-ASC children: Mixed Reality vs. LEGO Game Play., , and . ICMI Companion, page 140-149. ACM, (2020)Designing an Interactive Installation for Children to Experience Abstract Concepts., and . Interacción (selected papers), page 1-10. Springer, (2007)Autism and Technology: Beyond Assistance & Intervention., , and . CHI Extended Abstracts, page 3373-3378. ACM, (2016)