Improving patient motivation towards physical rehabilitation treatments with playtherapy exergame E Gamboa, C Ruiz, M Trujillo pHealth 2018, 140-147, 2018 | 17 | 2018 |
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 | 16 | 2020 |
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 | 13 | 2020 |
Addressing motivation issues in physical rehabilitation treatments using exergames R Camilo, G Edwin, C Andres, T Maria Colombian Conference on Computing, 459-470, 2018 | 11 | 2018 |
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 | 8 | 2021 |
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 | 7 | 2020 |
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 | 7 | 2019 |
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 | 5 | 2019 |
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 | 4 | 2019 |
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 | 4 | 2019 |
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 | 4 | 2016 |
Human-AI Collaboration for Improving the Identification of Cars for Autonomous Driving. E Gamboa, A Libreros, M Hirth, D Dubiner CIKM Workshops, 2022 | 3 | 2022 |
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 | 3 | 2019 |
Strong shot, English vocabulary in context E Gamboa, M Trujillo, D Chaves 2016 IEEE 11th Colombian Computing Conference (CCC), 1-8, 2016 | 3 | 2016 |
Characterising physical rehabilitation exergames for player experience evaluation purposes E Gamboa, M Trujillo pHealth 2019, 55-61, 2019 | 2 | 2019 |
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 | 1 | 2022 |
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 | 1 | 2018 |
Visual Transformers Meet Convolutional Neural Networks: Providing Context for Convolution Layers in Semantic Segmentation of Remote Sensing Photovoltaic Imaging JA Libreros, MH Shafiq, E Gamboa, M Cleven, M Hirth International Conference on Big Data Analytics and Knowledge Discovery, 359-366, 2024 | | 2024 |
Impact of feedback on crowdsourced visual quality assessment with paired comparisons M Jenadeleh, A Heß, SH Del Pin, E Gamboa, M Hirth, D Saupe 2024 16th International Conference on Quality of Multimedia Experience …, 2024 | | 2024 |
Mistakes Hold the Key: Reducing Errors in a Crowdsourced Tumor Annotation Task by Optimizing the Training Strategy JA Libreros, E Gamboa, M Hirth Iberoamerican Workshop on Human-Computer Interaction, 210-224, 2023 | | 2023 |