Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers. | 0 | 0.34 | 2020 |
An approach to evaluating the user experience of serious games. | 0 | 0.34 | 2019 |
The DoCENT Game - An Immersive Role-Playing Game for the Enhancement of Digital-Creativity. | 0 | 0.34 | 2019 |
The DoCENT role play game - a tool for the training of the digital creativity for teachers. | 0 | 0.34 | 2019 |
Approaches to Embed Bio-inspired Computational Algorithms in Educational and Serious Games. | 0 | 0.34 | 2017 |
An agent-based modelling approach to build up educational digital games for kindergarten and primary schools. | 0 | 0.34 | 2017 |
SNIFF - A Game-Based Assessment and Training Tool for the Sense of Smell. | 0 | 0.34 | 2017 |
Bio-inspired Computational Algorithms in Educational and Serious Games: Some Examples. | 0 | 0.34 | 2016 |
Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials. | 3 | 0.50 | 2015 |
Grounding Serious Game Design on Scientific Findings: The Case of ENACT on Soft Skills Training and Assessment | 0 | 0.34 | 2015 |
Agent Based Modelling to Build Serious Games: The Learn to Lead Game | 0 | 0.34 | 2015 |
BlockMagic, A Hybrid Educational Environment Based on RFID Technology and Internet of Things Concepts | 0 | 0.34 | 2014 |
Objects, spatial compatibility, and affordances: A connectionist study | 1 | 0.35 | 2011 |
Modeling Orienting Behavior and Its Disorders with “Ecological” Neural Networks | 6 | 0.83 | 2007 |
Action and hierarchical levels of categories: A connectionist perspective | 4 | 0.76 | 2005 |
Ecological Neural Networks for Object Recognition and Generalization | 1 | 0.69 | 2004 |
The Role of Action in Object Categorization | 1 | 0.98 | 2002 |