Zarbo, M., Vitelli, D., Bianconi, T., Morganti, L., Ascolese, A., Leo, A. & Spinelli, M. (2019, Nov.). Evaluation of usability and pleasantness of a technological device for the upper limb rehabilitation in quadriplegic patients. Poster session presented at 58th ISCOS, Nice, FRANCE.
Vitelli, D., Zarbo, M., Bianconi, T., Morganti, L., Ascolese, A. & Spinelli, M. (2018, Oct.). Protocollo di rieducazione dell'arto superiore del soggetto con tetraplegia con KINECT®: dati preliminari. Poster session presented at CNOPUS, Rome, ITALY.
Morganti, L., Ascolese, A., Vitelli, D. & Spinelli M. (2018). Preliminary data of a game-based protocol for acute treatment of cervical spinal cord injury rehabilitation with Kinect. Digit Med 2018; 4:142-4. Available from: DIGITAL MEDICINE.
Ascolese, A., Pannese, L. & Wortley, D. Serious Games for Neuro-Rehabilitation. A User Centred Design Approach. In: Lawo, M. & Knackfuß, P. (Eds.). Clinical Rehabilitation Experience Utilizing Serious Games, Springer (2018).
Scase, M., Kreiner, K. & Ascolese, A. (2018). Development and Evaluation of Cognitive Games to Promote Health and Wellbeing in Elderly People with Mild Cognitive Impairment. In Health Informatics Meets eHealth. Biomedical Meets eHealth – From Sensors to Decisions. Proceedings of the 12th eHealth Conference (255-263).
Jonsdottir, J., Bertoni, R., Lawo, M., Montesano, A., Bowman, T. & Gabrielli, S. (2018). Serious games for arm rehabilitation of persons with multiple sclerosis. A randomized controlled pilot study. Multiple Sclerosis and Related Disorders 19, 25–29. Available from: MULTIPLE SCLEROSIS.
Ascolese, A., Kiat, J., Pannese, L. & Morganti, L. (2017). Gamifying elderly care: Feasibility of a digital gaming solution for active aging. Digit Med 2016; 2:157-62. Available from: DIGITAL MEDICINE.
Ascolese, A., Pannese, L. & Wortley, D. (2016). Gamified wellbeing for all ages- How technology and gamification can support physical and mental wellbeing in the ageing society, IFMBE Proceedings vol. 57, Springer.
Musian, D. & Ascolese, A. (2015). Gamified Cognitive Training to Prevent Cognitive Decline. In D. Novák, B. Tulu, & H. Brendryen (Eds.), Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. Hershey, PA: IGI Global.
Ponte, S., Ferrara, E. & Dellepiane, S. (2015). Home-based system for rehabilitation: improving quality of life through engineering solutions, Conference Paper.
Ferdous, R., Garbielli, S. & Maimone, R. (2015). Designing intuitive web solutions for monitoring patient’s rehabilitation at home, EAI Endorsed Transactions on ambient system, vol. 2, issue 8 and 3.
Ponte, S., Gabrielli. S., Jonsdottir, J., Morando, M. & Dellepiane, S. (2015). Monitoring game-based motor rehabilitation of patients at home for better plans of care and quality of life, Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBS, pag. 3941-3944.
Gabrielli, S., Maimone, R., Costa C., Ascolese, A., Jonsdottir, J., Klein, W. & Bendersky, G. (2015). A game-based solution for in-home rehabilitation, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications, Engineering, LNICST, pag.150, 112-117.
Lawo, M., Gabrielli, S., Pannese, L., Bo, G. (2014). Rehab@Home: Ein EU Projekt zur nachhaltigen Rehabilitation mittels "Serious Games", AAL Kongress.
Gabrielli, S., Maimone, R., Bo, G., Jonsdottir, J., Klein, W. & Raz, H. (2014). Designing a Game-based Solution for In-home Rehabilitation, Neurotechnix, Conference Paper, pag. 145-149.
Maiden, N., D’Souza, S., Jones, S., Muller, L., Pannese, L., Pitts, K., Prilla, M., Pudney, K., Rose, M., Turner, J. & Zachos, K (2013). Computing Technologies for Reflective and Creative Care for People with Dementia,
CACM.
Bo, G., Pompa, M., Gabrielli, S., Maimone, R., & Pannese, L. (2013). Designing Meaningful Game Experiences for Rehabilitation and Sustainable Mobility Settings, Workshop on ubiquitous games and gamification for promoting behavior change and wellbeing, CHItaly2013.
Sisarica, A., Maiden, N., Morosini, D., Pannese, L., Pudney, K. & Rose, M. (2013). Creativity Support in a Serious Game for Dementia Care, 9th ACM Conference on Creativity & Cognition. Available from: ACM DIGITAL LIBRARY.
Pannese, L., Bo, G., Lawo, M., & Gabrielli, S. (2013). The REHAB@HOME Project: Engaging Game-based Home Rehabilitation for Improved Quality of Life, SEGAMED Conference.