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Collection: research
(1 - 20 of 88)
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Stroke patients’ motivation for home-based upper extremity rehabilitation with eHealth tools
How Much Decision Power Should (A)I Have?: Investigating Patients' Preferences Towards AI Autonomy in Healthcare Decision Making
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
An overview of facilitators and barriers in the development of eHealth interventions for people of low socioeconomic position: A Delphi study
The Design of a Persuasive Game to Motivate People with Asthma in Adherence to Their Maintenance Medication
Developing a Digital Medication Adherence Intervention for and With Patients With Asthma and Low Health Literacy: Protocol for a Participatory Design Approach
Guide Development for eHealth Interventions Targeting People With a Low Socioeconomic Position: Participatory Design Approach
Designing interactive storytelling to reduce obesity stigma
Stable Intimacy: Design of online communication as a tool to enhance wellbeing: Intimidad estable: diseño de comunicación en línea como herramienta para potenciar el bienestar
The Barriers and Facilitators of eHealth-Based Lifestyle Intervention Programs for People With a Low Socioeconomic Status: Scoping Review
Dynamic Digital Twin: Diagnosis, Treatment, Prediction, and Prevention of Disease During the Life Course
Game mechanics in eHealth interventions promoting self-management in young people with chronic diseases: a protocol for a systematic review and meta-analyses from the eHealth Junior Consortium
Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design into Therapeutic Content
Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status: A Community-Based Participatory Approach
Understanding Dynamics of Identity Navigation in Social Design
Mental health therapy protocols and ehealth design: Focus group study
The Design and Application of Game Rewards in Youth Addiction Care
Balancing Game Rules for Improving Creative Output of Group Brainstorms
A case study on gamified interventions for team cohesion in factory work
From smells to stories: The design and evaluation of the smell memory kit
Collection: research
(1 - 20 of 88)
Document type
Date
Pages
1
2
3
4
5
List view
Grid view
Print
Email
export CSV
export Excel