Narcís Parés

Orcid: 0000-0002-1696-6876

Affiliations:
  • Pompeu Fabra University, Barcelona, Spain


According to our database1, Narcís Parés authored at least 65 papers between 2001 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Accelerating XR Innovation through a pan-European Lab Network: An overview of the EMIL project.
Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 2024

DragonIce, an Initial Full-Body Mixed Reality Experience to Facilitate Interpersonal Synchrony in Children.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

2023
Mediating Interpersonal Synchronization in Children through a Full-Body Mixed Reality System: Analysis of the Pre-Interactive Mandala Experience.
Presence Teleoperators Virtual Environ., December, 2023

Think-4-EmCoDe framework: Highlighting key qualities in embodied co-design techniques for children.
Int. J. Hum. Comput. Stud., September, 2023

2022
Mixed reality or LEGO game play? Fostering social interaction in children with Autism.
Virtual Real., 2022

Enhancing Students' Social and Emotional Learning in Educational Virtual Heritage through Projective Augmented Reality.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

AR Magic Lantern: Group-based Co-Located Augmentation Based on the World-as-Support AR Paradigm.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Co-design Techniques for and with Children based on Physical Theatre Practice to promote Embodied Awareness.
ACM Trans. Comput. Hum. Interact., 2021

Effectiveness of a Mixed Reality system in terms of social interaction behaviors in children with and without Autism Spectrum Condition.
Proceedings of the Interacción '21: XXI International Conference on Human Computer Interaction, 2021

2020
Mixed Reality, Full-Body Interactive Experience to Encourage Social Initiation for Autism: Comparison with a Control Nondigital Intervention.
Cyberpsychology Behav. Soc. Netw., 2020

Bodily Expression of Social Initiation Behaviors in ASC and non-ASC children: Mixed Reality vs. LEGO Game Play.
Proceedings of the Companion Publication of the 2020 International Conference on Multimodal Interaction, 2020

2019
FUBImethod: Strategies to engage children in the co-design of Full-Body interactive experiences.
Int. J. Hum. Comput. Stud., 2019

Computational Modeling of Psycho-physiological Arousal and Social Initiation of children with Autism in Interventions through Full-Body Interaction.
Proceedings of the 8th International Conference on Affective Computing and Intelligent Interaction, 2019

2018
Learning about the past through situatedness, embodied exploration and digital augmentation of cultural heritage sites.
Int. J. Hum. Comput. Stud., 2018

Orchestrating experts' assumptions and children's values in the design of Virtual Heritage experiences.
Int. J. Child Comput. Interact., 2018

Impact of Interaction Paradigms on Full-Body Interaction Collocated Experiences for Promoting Social Initiation and Collaboration.
Hum. Comput. Interact., 2018

Variations Between Perceptions of Interpersonal Distance in Virtual Environments for Autism.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

The Role of Context in Defining Play.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

A conceptual framework to compare two paradigms of augmented and mixed reality experiences.
Proceedings of the 17th ACM Conference on Interaction Design and Children, 2018

2017
An Autoethnographic Approach to Guide Situated Ethical Decisions in Participatory Design with Teenagers.
Interact. Comput., 2017

Sparking social initiation behaviors in children with Autism through full-body Interaction.
Int. J. Child Comput. Interact., 2017

An inclusive design approach for developing video games for children with Autism Spectrum Disorder.
Comput. Hum. Behav., 2017

Moving through the past: design and evaluation of a full-body interaction learning environment for a public space.
Proceedings of the XVIII International Conference on Human Computer Interaction, 2017

Towards the Design of a Virtual Heritage Experience based on the World-as-Support Interaction Paradigm.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Learning from Failures in Designing and Evaluating Full-Body Interaction Learning Environments.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

The World-as-Support: Embodied Exploration, Understanding and Meaning-Making of the Augmented World.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Child-Computer Interaction SIG: Ethics and Values.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Towards methods for evaluating and communicating participatory design: A multimodal approach.
Int. J. Hum. Comput. Stud., 2016

Quality of physical activity of children in exergames: Sequential body movement analysis and its implications for interaction design.
Int. J. Hum. Comput. Stud., 2016

Experience as an Object to Think with: from Sensing-in-action to Making-Sense of action in Full-Body Interaction Learning Environments.
Proceedings of the TEI '16: Tenth International Conference on Tangible, 2016

A Play Therapy Based Full-Body Interaction Intervention Tool for Children with Autism.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2016

Child-Computer Interaction SIG: New Challenges and Opportunities.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Autism and Technology: Beyond Assistance & Intervention.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Making Sense of Body and Space through Full-Body Interaction Design: A Case Study.
Proceedings of the The 15th International Conference on Interaction Design and Children, 2016

Lands of Fog: Helping Children with Autism in Social Interaction through a Full-Body Interactive Experience.
Proceedings of the The 15th International Conference on Interaction Design and Children, 2016

2015
Sketching through the body: child-generated gestures in full-body interaction design.
Proceedings of the 14th International Conference on Interaction Design and Children, 2015

The medium matters: the impact of full-body interaction on the socio-affective aspects of collaboration.
Proceedings of the 14th International Conference on Interaction Design and Children, 2015

2014
Controlling and modulating physical activity through Interaction Tempo in exergames: A quantitative empirical analysis.
J. Ambient Intell. Smart Environ., 2014

Learning of Abstract Concepts through Full-Body Interaction: A Systematic Review.
J. Educ. Technol. Soc., 2014

Supporting children with complex communication needs.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Narrative-based elicitation: orchestrating contributions from experts and children.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

"Child as the measure of all things": the body as a referent in designing a museum exhibit to understand the nanoscale.
Proceedings of the IDC '14, 2014

Participatory design strategies to enhance the creative contribution of children with special needs.
Proceedings of the IDC '14, 2014

Participatory design methods to define educational goals for full-body interaction.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2013
Analyzing the Adequacy of Interaction Paradigms in Artificial Reality Experiences.
Hum. Comput. Interact., 2013

Design strategy to stimulate a diversity of motor skills for an exergame addressed to children.
Proceedings of the Interaction Design and Children 2013, 2013

2012
We hunters: interactive communication for young cavemen.
Int. J. Arts Technol., 2012

Controlling the amount of physical activity in a specific exertion interface.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Impact of embodied interaction on learning processes: design and analysis of an educational application based on physical activity.
Proceedings of the 11th International Conference on Interaction Design and Children, 2012

Participatory design for exertion interfaces for children.
Proceedings of the 11th International Conference on Interaction Design and Children, 2012

2010
Interactive learning experience on nanotechnology.
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2010

Us hunters: interactive communication for young cavemen.
Proceedings of the Interaction Design and Children, 2010

PIPLEX: tangible experience in an augmented reality video game.
Proceedings of the Interaction Design and Children, 2010

2009
Interactive slide: an interactive playground to promote physical activity and socialization of children.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

A novel approach to interactive playgrounds: the interactive slide project.
Proceedings of the Interaction Design and Children, 2009

2008
Child computer interaction.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

2007
Designing an Interactive Installation for Children to Experience Abstract Concepts.
Proceedings of the New Trends on Human-Computer Interaction, 2007

2006
Towards a Model for a Virtual Reality Experience: The Virtual Subjectiveness.
Presence Teleoperators Virtual Environ., 2006

Starting Research in Interaction Design with Visuals for Low-Functioning Children in the Autistic Spectrum: A Protocol.
Cyberpsychology Behav. Soc. Netw., 2006

Designing interactive environments for outdoors gaming and play.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
Achieving Dialogue with Children with Severe Autism in an Adaptive Multisensory Interaction: The 'MEDIATE' Project.
IEEE Trans. Vis. Comput. Graph., 2005

Promotion of creative activity in children with severe autism through visuals in an interactive multisensory environment.
Proceedings of the Interaction Design and Children, 2005

Massive flux design for an interactive water installation: water games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Non-invasive attitude detection for full-body interaction in MEDIATE, a multisensory interactive environment for children with autism.
Proceedings of the 9th International Fall Workshop on Vision, Modeling, and Visualization, 2004

2001
Interaction-Driven Virtual Reality Application Design A Particular Case: <i>El Ball del Fanalet or Lightpools</i>.
Presence Teleoperators Virtual Environ., 2001


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