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1. Einsatz von virtuellen Rundgängen in der Distanz-Laborlehre

3. Bildung und Ermächtigung von Jugendlichen zur reflexiven Gestaltung digitaler Gesundheitstechnologien

5. HOW TO DEVELOP A VIRTUAL TOUR IN MEDICAL PHYSICS

7. Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project

8. Novel Technologies in Upper Extremity Rehabilitation

9. Youth and Interculturality in Vienna: Gaming Intervention in Intercultural Contexts—Two Project Cases

11. Smart Rehab: App-basiertes Rehabilitations-Training für Patienten nach Amputation der oberen Extremität – Case Report

12. Game mechanics to further engagement with physical activity

14. Adapting Gameplay to Eye Movements - An Exploration with TETRIS

15. Teaching gameful design

16. Cologon

17. MyoBeatz: Using music and rhythm to improve prosthetic control in a mobile game for health

18. Learning, Gaming, Designing: Using Playful Participation to Create Learning Games Together with High School Students

19. Design considerations for a serious game for children after hematopoietic stem cell transplantation

20. Evaluation of Informative Content of Health Data Submitted Through a Mobile Serious Game

21. TMAP Design Cards for Technology-Mediated Audience Participation in Live Music

22. Large-scale audience participation in live music using smartphones

23. Design considerations towards long-term engagement in games for health

24. Using Game Design to Teach Informatics and Society Topics in Secondary Schools

25. Technological interventions to increase mobility of older adults with dementia

26. PlayBionic: Game-Based Interventions to Encourage Patient Engagement and Performance in Prosthetic Motor Rehabilitation

27. Du bist dran! Spielerisch die Welt verändern?

28. Playful Technology-Mediated Audience Participation in a Live Music Event

29. Interpreting Data of Serious Games for Health using Decision Support Systems

30. Increasing motivation, effort and performance through game-based rehabilitation for upper limb myoelectric prosthesis control

31. 'Not another Z piece!'

33. Usability and Fun of the INTERACCT Client

34. Poème Numérique: Technology-Mediated Audience Participation (TMAP) Using Smartphones and High-Frequency Sound IDs

35. Recommendations for Games to Increase Patient Motivation During Upper Limb Amputee Rehabilitation

36. INTERACCT: Remote data entry system with game-elements for young leukaemia patients

38. Serious game scores as health condition indicator for cancer patients

39. Participatory Game Design for the INTERACCT Serious Game for Health

40. A Participatory Game Design Approach for Children After Cancer Treatment

41. A Case Study of a Learning Game about the Internet

42. Elements of Play for Cognitive, Physical and Social Health in Older Adults

43. From Research to Design - Sketching a Game to Trigger Reminiscence in Older Adults

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