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Guidelines to Design Playful Multi-Device Environments Based on Tangible Interaction.

, , , , and . Interacción, page 7:1-7:2. ACM, (2015)

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Increasing engagement in elderly people through tangible and distributed user interfaces., , and . PervasiveHealth, page 390-393. ICST, (2014)Data Capture and Multimodal Learning Analytics Focused on Engagement With a New Wearable IoT Approach., , , , and . IEEE Trans. Learn. Technol., 13 (4): 704-717 (2020)Introducing IoT and Wearable Technologies into Task-Based Language Learning for Young Children., , , , , and . IEEE Trans. Learn. Technol., 9 (4): 366-378 (2016)New Era of m-Learning Tools - Creation of MPrinceTool a Mobile Educative Tool., , , , and . ICEIS (5), page 161-167. SciTePress, (2010)Stimulating Cognitive Abilities with Internet of Things., , and . UCAmI, volume 7656 of Lecture Notes in Computer Science, page 499-502. Springer, (2012)Design and Evaluation of a Collaborative System That Supports Distributed User Interfaces., , , and . Int. J. Hum. Comput. Interaction, 28 (11): 768-774 (2012)Tangible and Distributed User Interfaces to Improve Cognitive Abilities within People Affected by Alzheimer's Disease., , and . DUI@EICS, page 10-13. (2013)NFCBOOK: GameBook Digital Based on Tangible User Interfaces., , , and . Interacción, page 32:1-32:3. ACM, (2014)Cognitive rehabilitation based on collaborative and tangible computer games., , and . PervasiveHealth, page 389-392. IEEE, (2013)Easy Smart-Home Environment to Assist Patients with Mobility Impairment., , , , , and . REHAB, page 122-125. ACM, (2015)