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Augmenting Good Behaviour: Mixing Digital and Reality to Promote Sustainability in a Campus Community., , and . GOODTECHS, page 189-194. ACM, (2019)Exploring proximity-based recommendation criteria as a tool for information exchange and interactions between locals and tourists., , and . Multim. Tools Appl., 82 (4): 5229-5252 (February 2023)A data visualization exploration to facilitate a sustainable usage of premises in a Smart Campus context., , , and . GOODTECHS, page 24-29. ACM, (2020)On augmenting the experience of people with mobility impairments while exploring the city: A case study with wearable devices., , and . CCNC, page 1-5. IEEE, (2018)Gamification of a University-level Web Technologies course: a five years experience., , , and . CCNC, page 88-93. IEEE, (2022)Fostering user's awareness about indoor air quality through an IoT-enabled home garden system., , , , , and . ICCCN, page 1-4. IEEE, (2021)EscapeCampus: exploiting a Game-based Learning tool to increase the sustainability knowledge of students., and . GoodIT, page 390-396. ACM, (2022)FruGar: Exploiting Deep Learning and Crowdsourcing for Frugal Gardening., , and . FRUGALTHINGS@MOBICOM, page 7-11. ACM, (2020)SDGs Like You Have Never Seen Before!: Co-designing Data Visualization Tools with and for University Students., , , and . GoodIT, page 521-529. ACM, (2023)Can 360° VR and customization foster personal connections between tourists and locals?: An experiment in the sharing economy and hospitality frame., , and . GoodIT, page 67-72. ACM, (2021)