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Edwin Gamboa
Edwin Gamboa
Research and Data Science Associate, ScaleHub GmbH
Bestätigte E-Mail-Adresse bei scalehub.com
Titel
Zitiert von
Zitiert von
Jahr
Improving Patient Motivation Towards Physical Rehabilitation Treatments with PlayTherapy Exergame.
E Gamboa, C Ruiz, M Trujillo
pHealth, 140-147, 2018
162018
You drive me crazy! interactive QoE assessment for telepresence robot control
HZ Jahromi, I Bartolec, E Gamboa, A Hines, R Schatz
2020 Twelfth International Conference on Quality of Multimedia Experience …, 2020
122020
Advantages and limitations of leap motion from a developers', physical therapists', and patients' perspective
E Gamboa, A Serrato, J Castro, D Toro, M Trujillo
Methods of Information in Medicine 59 (02/03), 110-116, 2020
102020
Addressing motivation issues in physical rehabilitation treatments using exergames
R Camilo, G Edwin, C Andres, T Maria
Colombian Conference on Computing, 459-470, 2018
82018
In vitro vs in vivo: does the study’s interface design influence crowdsourced video QoE?
K Borchert, A Seufert, E Gamboa, M Hirth, T Hoßfeld
Quality and User Experience 6, 1-16, 2020
72020
The crowd thinks aloud: crowdsourcing usability testing with the thinking aloud method
E Gamboa, R Galda, C Mayas, M Hirth
International Conference on Human-Computer Interaction, 24-39, 2021
62021
Advantages and limitations of leap motion for developing physical rehabilitation exergames (PREGs)
E Gamboa, A Serrato, D Toro, M Trujillo
Proceedings of the 5th Workshop on ICTs for Improving Patients …, 2019
52019
Towards reinforcing generic competences in higher education students using gamification
S Muñoz, E Gamboa, O Bedoya, M Trujillo
Iberoamerican Workshop on Human-Computer Interaction, 408-422, 2019
42019
Human-AI Collaboration for Improving the Identification of Cars for Autonomous Driving.
E Gamboa, A Libreros, M Hirth, D Dubiner
CIKM Workshops, 2022
32022
A health point-based dynamic difficulty adjustment strategy for video games
J Suaza, E Gamboa, M Trujillo
Joint International Conference on Entertainment Computing and Serious Games …, 2019
32019
Fostering Teenagers’ Motivation Towards Peace Culture Workshops Using Gamification
C Jurado, M Llano, E Gamboa, Y Bermúdez, V Valencia, M Trujillo
Iberoamerican Workshop on Human-Computer Interaction, 227-237, 2019
32019
Strong shot, English vocabulary in context
E Gamboa, M Trujillo, D Chaves
2016 IEEE 11th Colombian Computing Conference (CCC), 1-8, 2016
32016
Strong shot, a student centred designed videogame for learning english vocabulary
E Gamboa, M Trujillo, D Chaves
Tecnología Educativa Revista CONAIC 3 (3), 29-43, 2016
32016
Identifying aspects, methods and instruments to evaluate player experience in physical rehabilitation exergames
E Gamboa, M Trujillo
Proceedings of the 5th Workshop on ICTs for improving Patients …, 2019
22019
A Physiotherapist’s Matter: Validating a Physical Rehabilitation Exergame to Enable Safe Evaluation with Patients
J Castro, A Serrato, E Gamboa, M Trujillo
Iberoamerican Workshop on Human-Computer Interaction, 1-9, 2020
12020
Characterising Physical Rehabilitation Exergames for Player Experience Evaluation Purposes.
E Gamboa, M Trujillo
pHealth, 55-61, 2019
12019
A training algorithm to reinforce generic competences in higher education students
S Muñoz, O Bedoya, E Gamboa, M Trujillo
Colombian Conference on Computing, 201-212, 2018
12018
Evaluating the Robustness of Speech Evaluation Standards for the Crowd
E Gamboa, B Naderi, M Hirth, S Möller
2022 14th International Conference on Quality of Multimedia Experience …, 2022
2022
Towards interactive QoE assessment of robotic telepresence
HZ Jahromi, I Bartolec, E Gamboa, A Hines, R Schatz
ACM SIGMultimedia Records 12 (3), 1-1, 2022
2022
Rather Multifaceted Than Disruptors: Exploring Gamification User Types of Crowdworkers
E Gamboa, M Bauer, MR Khawaja, M Hirth
AHFE, 2022
2022
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