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"Where Did I Put That?" - Effectiveness of Kinesthetic Memory in Immersive Virtual Environments.

, , , and . HCI (7), volume 5616 of Lecture Notes in Computer Science, page 179-188. Springer, (2009)

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Real Walking in Virtual Learning Environments: Beyond the Advantage of Naturalness.. EC-TEL, volume 5794 of Lecture Notes in Computer Science, page 584-595. Springer, (2009)A Methodological Approach for Cross-Cultural Comparisons of Multimodal Emotional Expressions in Online Collaborative Learning Environments., , , and . EC-TEL, volume 11722 of Lecture Notes in Computer Science, page 645-649. Springer, (2019)Work-in-progress - ARETE - An Interactive Educational System using Augmented Reality., , , , , , , , and . iLRN, page 283-286. IEEE, (2020)Tutor In-sight: Guiding and Visualizing Students' Attention with Mixed Reality Avatar Presentation Tools., , and . CHI, page 449:1-449:20. ACM, (2023)Challenges and Resolutions for Engaging Teachers and Students in Participatory Design of Online Science Learning Resources., and . CoPDA@NordiCHI, volume 1776 of CEUR Workshop Proceedings, page 42-48. CEUR-WS.org, (2016)Comparing Paper and Software Tool for Participatory Design from Scratch., , and . BCS HCI, BCS, (2017)Asserting Real-Time Emotions through Cued-Recall: Is it Valid?, , , and . NordiCHI, page 37. ACM, (2016)Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America., , , , and . ICWL, volume 13869 of Lecture Notes in Computer Science, page 3-15. Springer, (2022)Understanding the Relationship between Frustration and the Severity of Usability Problems: What can Psychophysiological Data (Not) Tell Us?, , , and . CHI, page 3975-3987. ACM, (2016)Do You Feel the Same? On the Robustness of Cued-Recall Debriefing for User Experience Evaluation., , , and . ACM Trans. Comput. Hum. Interact., 28 (4): 25:1-25:45 (2021)