Michela Ott
Affiliations:- National Research Council, Italy
According to our database1,
Michela Ott
authored at least 51 papers
between 2001 and 2017.
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Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
Online presence:
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on itd.cnr.it
On csauthors.net:
Bibliography
2017
Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development.
Proceedings of the Mixed Reality and Gamification for Cultural Heritage, 2017
2016
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games.
Comput. Educ., 2016
2015
Games Cult., 2015
Future Internet, 2015
Intangible Cultural Heritage: Towards collaborative planning of educational interventions.
Comput. Hum. Behav., 2015
Comput. Hum. Behav., 2015
Novel 3D Game-like Applications Driven by Body Interactions for Learning Specific Forms of Intangible Cultural Heritage.
Proceedings of the VISAPP 2015, 2015
A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing - "Human Beat Box".
Proceedings of the VISAPP 2015, 2015
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015
Cloud-mobile Assistive Technologies for People with Intellectual Impairments: A Microsoft Azure-based Solution.
Proceedings of the 5th International Conference on Digital Health 2015, 2015
2014
Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation.
Int. J. Game Based Learn., 2014
Serious games and the development of an entrepreneurial mindset in higher education engineering students.
Entertain. Comput., 2014
An Integrated Platform Supporting Intangible Cultural Heritage Learning and Transmission: Definition of Requirements and Evaluation Criteria.
J. Comput. Inf. Technol., 2014
Supporting Human Capital development with Serious Games: An analysis of three experiences.
Comput. Hum. Behav., 2014
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education.
Proceedings of the VISAPP 2014, 2014
Proceedings of the VISAPP 2014, 2014
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014
SMART VIEW: A Serious Game Supporting Spatial Orientation of Subjects with Cognitive Impairments.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014
Narrative Serious Game Mechanics (NSGM) - Insights into the Narrative-Pedagogical Mechanism.
Proceedings of the Games for Training, Education, Health and Sports, 2014
Proceedings of the Games for Training, Education, Health and Sports, 2014
2013
Int. J. Knowl. Soc. Res., 2013
Comput. Hum. Behav., 2013
Proceedings of the Serious Games Development and Applications, 2013
A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students.
Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies, 2013
Digital technology and transmission of Intangible Cultural Heritage: The case of Cantu a Tenore.
Proceedings of the 1st Digital Heritage International Congress, 2013
2012
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012
Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012
Challenging Current Ways of Evaluating and Documenting the Accessibility of Educational Digital Resources.
Int. J. Knowl. Soc. Res., 2012
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012
MAGICAL: Collaborative Game Building as a Means to Foster Reasoning Abilities and Creativity.
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012
Learning through Playing for or against Each Other? Promoting Collaborative Learning in Digital Game Based Learning.
Proceedings of the 20th European Conference on Information Systems, 2012
2011
Scaffolding Pedagogical Planning and the Design of Learning Activities: An On-Line System.
Int. J. Knowl. Soc. Res., 2011
Comput. Hum. Behav., 2011
Proceedings of the Information Systems, E-learning, and Knowledge Management Research, 2011
Proceedings of the Information Systems, E-learning, and Knowledge Management Research, 2011
2010
Teacher, What Do You Mean by "Creativity"? An Italian Survey on the Use of ICT to Foster Student Creativity.
Proceedings of the Knowledge Management, Information Systems, E-Learning, and Sustainability Research, 2010
Empowering the Design and the Sharing of Learning Plans by Means of Net Technologies: The IAMEL System.
Proceedings of the Knowledge Management, Information Systems, E-Learning, and Sustainability Research, 2010
2009
Taking Up the Challenge of Evaluating Research Results in the Field of Technology Enhanced Learning.
Proceedings of the Visioning and Engineering the Knowledge Society. A Web Science Perspective, 2009
Proceedings of the Workshop on Methods & Tools for Computer Supported Collaborative Creativity Process: Linking Creativity & Informal Learning, 2009
2008
Proceedings of the Emerging Technologies and Information Systems for the Knowledge Society, 2008
Supporting the Design of Pilot Learning Activities with the Pedagogical Plan Manager.
Proceedings of the Learning to Live in the Knowledge Society, 2008
2007
Univers. Access Inf. Soc., 2007
Developing strategic and reasoning abilities with computer games at primary school level.
Comput. Educ., 2007
ICT Educational Tools and Visually Impaired Students: Different Answers to Different Accessibility Needs.
Proceedings of the Universal Access in Human-Computer Interaction. Applications and Services, 2007
2006
Int. J. Emerg. Technol. Learn., 2006
2003
Considerations on Universal Access and Universal Design as concerns Educational Software.
Proceedings of the Human-Computer Interaction: Universal Access in HCI: Inclusive Design in the Information Society, 2003
2001
Accessible software for early maths education: focusing on content, strategies, interface.
Proceedings of the Universal Access In HCI: Towards an Information Society for All, 2001