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A Motor Rehabilitation's Motion Range Assessment with Low-Cost Virtual Reality Serious Game.

, , , and . HealthCom, page 1-5. IEEE, (2020)

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Usability and User Experience Evaluation of Touchable Holographic Solutions: A Systematic Mapping Study., , and . IHC, page 67:1-67:13. ACM, (2023)A serious game-based platform for measuring treatment adherence., , and . Multim. Tools Appl., 83 (4): 12017-12033 (January 2024)A Software Architecture for Adapting Virtual Reality Content to Mobile Devices., , , , , and . FMN, volume 6157 of Lecture Notes in Computer Science, page 167-180. Springer, (2010)An middleware for motion capture devices applied to virtual rehab., , and . VR, page 171-172. IEEE Computer Society, (2013)An X3D Framework for Developing Adaptive Virtual Environments., , , , and . CGVR, page 51-60. CSREA Press, (2010)Analysis of Low-Cost Virtual and Augmented Reality Technology in Case of Motor Rehabilitation., , , and . SVR, page 161-164. IEEE, (2019)A Motor Rehabilitation's Motion Range Assessment with Low-Cost Virtual Reality Serious Game., , , and . HealthCom, page 1-5. IEEE, (2020)Teaching Multidisciplinary Teams Requirements for Undergraduate Students: an Approach to Augmented Reality Software in Design Thinking Context., , and . FIE, page 1-7. IEEE, (2018)A serious game to support the drug misuse prevention for teenagers students., , , and . FIE, page 1-6. IEEE Computer Society, (2017)Proposal and Evaluation of a Collaborative IS to Support Systematic Reviews and Mapping Studies., , and . SBSI, page 20:1-20:8. ACM, (2022)