Author:
de Paula Gustavo,Valentim Pedro,Seixas Flavio,Santana Rosimere,Muchaluat-Saade Debora
Cited by
6 articles.
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1. Heuristics for Designing Pervasive Game Experiences in the Older Adult Population;Lecture Notes in Networks and Systems;2024
2. Encouraging Seniors to Get Active: Implementing a Gamification Strategy on Television;Communications in Computer and Information Science;2024
3. Assessment of attention and working memory among young adults using computer games;Journal of Ambient Intelligence and Humanized Computing;2022-12-12
4. Analysis of Psychological Test Data by using K-means Method;Proceedings of the 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health;2022
5. Towards Enhancing the Multimodal Interaction of a Social Robot to Assist Children with Autism in Emotion Regulation;Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering;2022