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A survey on tools for end user authoring of mobile applications for cultural heritage.

, , , and . IISA, page 1-5. IEEE, (2015)

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A B2C Bias for the B2B World: A Case Study of Employees' and Customers' UX of a B2B e-commerce Site., , , and . CHI Extended Abstracts, page 24:1-24:7. ACM, (2022)MuseumScrabble: Design of a Mobile Game for Children's Interaction with a Digitally Augmented Cultural Space., , , , , and . IJMHCI, 2 (2): 53-71 (2010)Delivering multimedia content in enabled cultural spaces., , , and . MobiMedia, volume 329 of ACM International Conference Proceeding Series, page 7. ICST, (2007)Managing Users and Services using an LDAP based Web-application., , , and . Applied Informatics, page 773-778. IASTED/ACTA Press, (2003)Designing Pervasive Games for Learning., , , , , , and . HCI (10), volume 6770 of Lecture Notes in Computer Science, page 99-108. Springer, (2011)Extracting game design patterns from game design workshops.. IJIEI, 3 (2/3): 166-185 (2015)Εργαλεία σχεδίασης χωρο-ευαίσθητων παιχνιδιών για άτυπη μάθηση. University of Patras, Greece, (2014)National Archive of PhD Theses: oai:10442/31570.On evaluating online teaching and learning experience: A usability evaluation study of synchronous teaching platforms., , , , , , , , and . CHI Greece, page 25:1-25:7. ACM, (2021)A Game Design Workshop to Support the Elaboration of Game Ideas., , and . HCI (21), volume 8530 of Lecture Notes in Computer Science, page 66-75. Springer, (2014)Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR., , , and . INTERACT (4), volume 14145 of Lecture Notes in Computer Science, page 156-165. Springer, (2023)