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Sound and kinesthesis in virtual environments: pilot experiment to compare physical and digital sound contradictions.

, , and . PCI, page 55. ACM, (2016)

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Comparing game input modalities: A study for the evaluation of player experience by measuring emotional state and game usability., , , , and . RCIS, page 530-531. IEEE, (2015)Modeling visitors' profiles: A study to investigate adaptation aspects for museum learning technologies., and . ACM Journal on Computing and Cultural Heritage, 3 (2): 7:1-7:19 (2010)Using social media to stimulate history reflection in cultural heritage., , , , and . SMAP, page 89-92. IEEE, (2016)Towards a learning analytics platform for supporting the educational process., , , , and . IISA, page 246-251. IEEE, (2014)Reflections on mobile and life long learning: Museums as application field, and . Proceedings of the IADIS International Conference, Mobile Learning, page 249--252. (2008)Point of equilibrity. A narrative video game on decision-making during the COVID-19 pandemic crisis., , , , and . Frontiers Comput. Sci., (2023)Personalization services in art education environments: first survey results., , , , , , and . IISA, page 1-8. IEEE, (2022)Temporality in Cultural Informatics., , , , and . CHI Greece, page 5:1-5:5. ACM, (2023)Database Knowledge Enrichment Utilizing Trending Topics from Twitter., , , , , , , and . ASONAM, page 870-876. IEEE, (2020)ATMF: A Student-Centered Framework for the Effective Implementation of Alternative Teaching Methods for CSEd., , , , and . I3E Workshops, volume 573 of IFIP Advances in Information and Communication Technology, page 116-127. Springer, (2019)