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The TAC paradigm: unified conceptual framework to represent Tangible User Interfaces.

, , , and . CLIHC, page 9-15. ACM, (2003)

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Assessing the Core Elements of the Gaming Experience., , and . Evaluating User Experience in Games, Springer, (2010)Empirical validation of the involvement component of the pervasive GameFlow model., , and . Advances in Computer Entertainment Technology, page 48. ACM, (2011)Video games as research instruments., , , , and . CHI Extended Abstracts, page 4493-4496. ACM, (2010)Introduction to special issue: Video games as research instruments., , and . Entertain. Comput., 2 (1): 1-2 (2011)The TAC paradigm: specifying tangible user interfaces., , , and . Personal and Ubiquitous Computing, 8 (5): 359-369 (2004)The TAC paradigm: unified conceptual framework to represent Tangible User Interfaces., , , and . CLIHC, page 9-15. ACM, (2003)Effortless attention and composite challenges in movement interaction., and . BCS HCI, page 157-164. British Computer Society, (2012)The effect of surroundings on gaming experience., , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Static timing analysis for level-clocked circuits in the presence of crosstalk., , and . IEEE Trans. on CAD of Integrated Circuits and Systems, 22 (9): 1270-1277 (2003)Promoting Elderly-Children Interaction in Digital Games: A Preliminary Set of Design Guidelines., , , , , and . CRIWG, volume 8658 of Lecture Notes in Computer Science, page 169-176. Springer, (2014)