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A Technology Platform for Enabling Behavioural Change as a "PATHway" Towards Better Self-management of CVD.

, , , , , , , , , and . MMHealth@ACM Multimedia, page 15-18. ACM, (2016)

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SmartLife - Exergames and Smart Textiles to Promote Energy-Related Behaviours Among Adolescents., , , , , , , , , and 1 other author(s). JCSG, volume 11243 of Lecture Notes in Computer Science, page 288-293. Springer, (2018)Exploiting IoT Technologies for Personalized Learning., , , , and . CIG, page 1-8. IEEE, (2018)SmartLife smart clothing gamification to promote energy-related behaviours among adolescents., , , , , , , , and . ICE/ITMC, page 1489-1495. IEEE, (2017)Game and Multisensory Driven Ecosystem to an Active Lifestyle., , , , and . FABULOUS, volume 283 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 49-58. Springer, (2019)A Technology Platform for Enabling Behavioural Change as a "PATHway" Towards Better Self-management of CVD., , , , , , , , , and . MMHealth@ACM Multimedia, page 15-18. ACM, (2016)A Demonstration of the PATHway System for Technology-enabled Exercise-based Cardiac Rehabilitation., , , , , , , , , and . MMHealth@ACM Multimedia, page 59. ACM, (2016)Adaptive Learning Based on Affect Sensing., , , , , , , and . AIED (2), volume 10948 of Lecture Notes in Computer Science, page 475-479. Springer, (2018)GOAL: An eHealth Application for Rewarding Healthy Behaviour. The First Experiences of Older Adults., , , , , , and . ICT4AWE, page 58-66. SciTePress, (2019)