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GAmification for a BEtter Life

Leistungen

Learnt lessons and feedback from stakeholders

It will be the information gathering resulting from the participation of the stakeholders in the process of improving the game scenarios during the execution of T1.4

"Pilot activity report #2"

"Pilot activity report #2 delivered after the conclusion of the twelve month demonstration period."

"Pilot activity report #1"

"Pilot activity report #1 issued after the conclusion of the prepilot phase run with the prototyped games."

Report on game scenario creation

According to stakeholders’ participation in co-creation process: It will provide the elements that will be produced by the different stakeholders as a result of their participation on tasks T1.1 and T1.2

Plans for the use and the dissemination of foreground

Plans for the use and the dissemination of foreground describing the elements and strategies for dissemination and communication. It will include successively as annex all the communication and dissemination materials.

Results on measured KPIs and Recommendations

Results on measured KPIs and Recommendations: Using results from the demonstration phase, this report will present the complete set of KPIs for evaluating GABLE and to deliver conclusions helping the final assessment on the project execution.

Project identity and website

Project identity and website with the principal elements for distributing information about the project.

Data Management Plan

Data Management Plan detailing all the internal procedures.

Implemented games

It includes the resulting games created by integrating the technologies involved in the project. Delivered in multiple iterations according to different waves of game production and with the updated version of previous games according to the feedback from user experience.

Veröffentlichungen

GABLE: GAmification for a Better LifE

Autoren: Hamed H. Aghdam, Domènec Puig, Julián Cristiano
Veröffentlicht in: 4TH URV DOCTORAL WORKSHOP IN COMPUTER SCIENCE AND MATHEMATICS, 2017, Seite(n) 15-18, ISBN 978-84-8424-631-2
Herausgeber: Publicacions URV

GABLE - GAmification for a Better LifE

Autoren: Julián Cristiano, Mohammad Rahmani, Kjetil Helland, Domènec Puig
Veröffentlicht in: OPPORTUNITIES AND CHALLENGES for European Projects, 2017, Seite(n) 124-132, ISBN 978-989-758-361-2
Herausgeber: SCITEPRESS - Science and Technology Publications
DOI: 10.5220/0008862401240132

Benefits of the Statistical and Machine Learning Models in Games Designed for Children with Cerebral Palsy

Autoren: Saddam Abdulwahab
Veröffentlicht in: 5TH URV DOCTORAL WORKSHOP IN COMPUTER SCIENCE AND MATHEMATICS, 2019, Seite(n) 83-86, ISBN 978-84-8424-762-3
Herausgeber: Publicaciones URV

Instant Measurement of the Difficulty Level of Exergames with Simple Uni-dimensional Level Goals for Cerebral Palsy Players

Autoren: Mohammad Rahmani, Blas Herrera, Oleh Kachmar, Julián Cristiano, Domenec Puig
Veröffentlicht in: Serious Games - 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings, Ausgabe 11243, 2018, Seite(n) 276-281, ISBN 978-3-030-02761-2
Herausgeber: Springer International Publishing
DOI: 10.1007/978-3-030-02762-9_29

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