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Towards a new hybrid game model: designing tangible experiences., , , and . SeGAH, page 1-6. IEEE, (2020)Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games., , and . ICIDS, volume 13138 of Lecture Notes in Computer Science, page 172-176. Springer, (2021)Promoting Nutrition Literacy and Food Neophilia of Middle School Children Through a Serious Hybrid Game., , , and . HCI (54), volume 14737 of Lecture Notes in Computer Science, page 3-13. Springer, (2024)Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame., , , , and . JCSG, volume 12945 of Lecture Notes in Computer Science, page 31-46. Springer, (2021)The Experience of Portuguese Visually Impaired with Interactive Television (iTV) Services: A Questionnaire Survey., , and . HCI (31), volume 14714 of Lecture Notes in Computer Science, page 105-115. Springer, (2024)Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids., , , , and . SEGAH, page 1-8. IEEE, (2021)Proposal of a Tangible Interface to Enhance Seniors' TV Experience: UX Evaluation of SIX., , and . jAUTI, volume 813 of Communications in Computer and Information Science, page 135-149. Springer, (2017)Peak-end rule in narrative videogames: analysis of players' perceptions on social media about "The Last of Us Part II" and "God of War"., , and . FDG, page 54:1-54:4. ACM, (2023)Scratch na Infância: uma experienciação de crianças dos 4 aos 6 anos. University of Aveiro, Portugal, (2019)Know Me: Promoting Gender Equality in Education Through an Interactive Digital Narrative., , and . TECH-EDU, volume 1720 of Communications in Computer and Information Science, page 213-226. Springer, (2022)