41 results on '"Luc Geurts"'
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2. Squeezable Interface for Emotion Regulation in Work Environments.
3. Tangible Affect: A Literature Review of Tangible Interactive Systems Addressing Human Core Affect, Emotions and Moods.
4. Quality assessment of Low-cost retinal Videos for Glaucoma screening.
5. CookT: A Fast-Paced Collaborative Cooking Game with Interactive Objects.
6. Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding.
7. 3, 2, 1 Start with Breastfeeding: Supporting Partner Involvement in Breastfeeding Education Through a Gamified Mobile App.
8. Escape from the Hamster Wheel: Exploring the Role of Joy of Movement in Movement-based Games.
9. Challenges and Opportunities for Playful Technology in Health Prevention: Using Virtual Reality to Supplement Breastfeeding Education.
10. Virtual Feed: Design and Evaluation of a Virtual Reality Simulation Addressing the Lived Experience of Breastfeeding.
11. Maker Technology and the Promise of Empowerment in a Flemish School for Disabled Children.
12. Flexible Activity Tracking for Older Adults Using Mobility Aids - An Exploratory Study on Automatically Identifying Movement Modality.
13. Understanding the Role of Technology to Support Breastfeeding.
14. Virtual Feed: A Simulated Breastfeeding Experience in Virtual Reality.
15. Adieu recurrence? End-to-end speech emotion recognition using a context stacking dilated convolutional network.
16. Playing With Shadows: An Exploration of Calm Game Interaction.
17. Worriers versus Warriors: Tailoring mHealth to Address Differences in Patients with Chronic Arthritis.
18. Skweezee for Processing: A Software Library to Make Squeeze Interactions.
19. Conceptual Learning of Electric and Electronic Circuits With Gamification.
20. Sailing Skweezee: An Exploration of Squeeze Interaction in VR.
21. A Dyad of Lenses for the Motivational Design of mHealth: Bridging the Gap between Health Theory and App Design.
22. Turning tables: a structured focus group method to remediate unequal power during participatory design in health care.
23. Potential and Limitations of Playful Technology to Support Infant Feeding.
24. Phonoloco: Facilitating Playful Interactions with Location Aware Smartphones.
25. Lenses of Motivational Design for mHealth.
26. Empowering Occupational Therapists with a DIY-toolkit for Smart Soft Objects.
27. Game-based Assessment of Psycho-acoustic Thresholds: Not All Games Are Equal!
28. Skweezee studio: turn your own plush toys into interactive squeezable objects.
29. Requirements for an Architecture of a Generic Health Game Data Management System.
30. Playfully learning visual perspective taking skills with sifteo cubes.
31. The skweezee system: enabling the design and the programming of squeeze interactions.
32. Translating preschoolers' game experiences into design guidelines via a laddering study.
33. DYSL-X: Design of a tablet game for early risk detection of dyslexia in preschoolers.
34. Let's talk about failures: why was the game for children not a success?
35. No sweat, no fun: large-gesture recognition for computer games.
36. Splash controllers: game controllers involving the uncareful manipulation of water.
37. Boneshaker: a generic framework for building physical therapy games.
38. Digital games for physical therapy: fulfilling the need for calibration and adaptation.
39. Game-based Experiments on Human Visual Attention.
40. Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2019, Tempe, AZ, USA, March 17-20, 2019
41. Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, Eindhoven, The Netherlands, February 14-17, 2016
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