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An inclusive design approach for developing video games for children with Autism Spectrum Disorder.

, , , , , and . Comput. Hum. Behav., (2017)

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An Autoethnographic Approach to Guide Situated Ethical Decisions in Participatory Design with Teenagers., and . Interact. Comput., 29 (3): 403-415 (2017)A Critical analysis of full-body interaction learning environments : towards novel design and evaluation methods.. Pompeu Fabra University, Spain, (2016)Narrative-based elicitation: orchestrating contributions from experts and children., , and . CHI Extended Abstracts, page 1159-1164. ACM, (2014)A conceptual framework to compare two paradigms of augmented and mixed reality experiences., , , and . IDC, page 7-18. ACM, (2018)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)An inclusive design approach for developing video games for children with Autism Spectrum Disorder., , , , , and . Comput. Hum. Behav., (2017)Experience as an Object to Think with: from Sensing-in-action to Making-Sense of action in Full-Body Interaction Learning Environments., , and . TEI, page 332-339. ACM, (2016)What is a robot?: an artistic approach to understand children's imaginaries about robots., and . IDC, page 250-261. ACM, (2020)Empowering Children's Critical Reflections on AI, Robotics and Other Intelligent Technologies., , , and . NordiCHI, page 128:1-128:4. ACM, (2020)