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A Systematic Review to Know How Interventions Realized with Immersive Virtual Reality-Based Serious Games for Individuals with Autism are Evaluated., , , и . CHItaly, стр. 3:1-3:14. ACM, (2023)How to Make an Artificial Intelligence Algorithm "Ecological"? Insights from a holistic perspective., , и . CHItaly, стр. 21:1-21:7. ACM, (2023)The CrazySquare Project: A Technological Pedagogical Content Knowledge Solution., , , , и . CSEDU (1), стр. 655-662. SCITEPRESS, (2020)The "Great Beauty" of Diversity: Smart Totems to Promote Gender Uniqueness., , , и . MetroInd4.0& IoT, стр. 28-33. IEEE, (2022)DeeJay in Action: Evaluating it by its Application in Technology-Enhanced Learning., , и . MIS4TEL, том 764 из Lecture Notes in Networks and Systems, стр. 73-86. Springer, (2023)Designing a Personalizable ASD-Oriented AAC Tool: An Action Research Experience., , , , и . MIS4TEL, том 804 из Advances in Intelligent Systems and Computing, стр. 200-209. Springer, (2018)The CrazySquare solution: a gamified ICT tool to support the musical learning in pre-adolescents., , , и . AVI, стр. 97:1-97:3. ACM, (2020)The role of Intrinsic Motivation in Peer Assessment Activity: an empirical evaluation., , и . ITHET, стр. 1-7. IEEE, (2021)VirtuOR: Immersive Virtual Environments for Pain Management in Operative Rooms - A Demo., , , , , и . AVI, стр. 109:1-109:3. ACM, (2024)SeriousGXcraft: an XML-based Framework for Developing Serious Games., , , и . AVI, стр. 88:1-88:3. ACM, (2024)