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Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences., , , , , и . FDG, Society for the Advancement of the Science of Digital Games, (2015)Usability an Important Goal for the Design of Therapeutic Games for Older Adults., , , , и . HCI (17), том 8020 из Lecture Notes in Computer Science, стр. 358-364. Springer, (2013)Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers., , , , , и . Comput. Hum. Behav., 29 (4): 1302-1306 (2013)Multiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces., , , , , и . HCI (13), том 5622 из Lecture Notes in Computer Science, стр. 235-243. Springer, (2009)Designer's augmented reality toolkit, ten years later: implications for new media authoring tools., и . UIST, стр. 627-636. ACM, (2014)Wearable Technology Design and Accessibility Considerations Studio., , , и . TEI, стр. 52:1-52:2. ACM, (2022)The Evolution of the Argon Web Framework Through Its Use Creating Cultural Heritage and Community-Based Augmented Reality Applications., , , , , , , , , и 3 other автор(ы). HCI (3), том 9171 из Lecture Notes in Computer Science, стр. 112-124. Springer, (2015)Midtown Buzz: Bridging the Gap Between Concepts and Impact in a Civic Computing Initiative., , , , , , и . HCI (3), том 9171 из Lecture Notes in Computer Science, стр. 303-313. Springer, (2015)Making Tracking Technology Accessible in a Rapid Prototyping Environment., , и . ISMAR, стр. 282-283. IEEE Computer Society, (2004)AR Karaoke: Acting in Your Favorite Scenes., , , , , , и . ISMAR, стр. 114-117. IEEE Computer Society, (2005)