| A Narrative Serious Game to Support Caregivers of Adolescents with Anorexia Nervosa | Serious Games. JCSG 2025 |  | | 2026 | 1 | 0 |
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| Evaluating a Shared Decision Support Tool for Pediatric Cardiopulmonary Arrest : A Mixed Methods Usability Study | JMIR human factors |  | | 2026 | 8 | 81 |
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| Mixing Expert Knowledge with LLM to Improve Dialogue in Serious Games for Anorexia Caregivers: A Feasibility Study | Intelligent Health Systems – From Technology to Data and Knowledge. Proceedings of MIE 2025 |  | | 2025 | 2 | 2 |
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| Toward Laboratory Notification in Pediatric Emergency Departments | Studies in health technology and informatics |  | | 2024 | 17 | 97 |
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| Context-aware Mobile Internet Quality Model: Quantifying and Facilitating Smartphone's Quality of Experience | |  | | 2023 | 547 | 320 |
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| The Importance of Smartphone Connectivity in Quality of Life | Quantifying Quality of Life |  | | 2022 | 209 | 679 |
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| Less Annoying: Quality of Experience of Commonly Used Mobile Applications | MMSys '22: 13th ACM Multimedia Systems Conference |  | | 2022 | 115 | 502 |
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| Designing a Social Robot Companion to Support Homecare: Usability Results | Studies in health technology and informatics |  | | 2022 | 245 | 228 |
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| Towards accurate models for predicting smartphone applications' QoE with data from a living lab study | Quality and user experience |  | | 2020 | 170 | 131 |
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| mQoL Lab: Step-by-Step Creation of a Flexible Platform to Conduct Studies Using Interactive, Mobile, Wearable and Ubiquitous Devices | Procedia Computer Science |  | | 2020 | 321 | 300 |
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| Predicting Quality of Experience of Popular Mobile Applications from a Living Lab Study | 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX) |  | | 2019 | 67 | 0 |
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