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iThink: A Game-Based Approach Towards Improving Collaboration and Participation in Requirement Elicitation., , , , , and . VS-GAMES, volume 15 of Procedia Computer Science, page 66-77. Elsevier, (2012)Serious Games in Formal Medical Education: An Experimental Study., , , and . VS-GAMES, page 1-8. IEEE Computer Society, (2013)Stroke-based splatting: an efficient multi-resolution point cloud visualization technique., , , and . Vis. Comput., 34 (10): 1383-1397 (2018)Creating Awareness of Emergency Departments Healthcare Values Using a Serious Game., , and . EC-TEL, volume 8095 of Lecture Notes in Computer Science, page 502-507. Springer, (2013)Capturing and Documenting Creative Processes in Contemporary Dance., , and . MOCO, page 7:1-7:7. ACM, (2017)Virtual Agents and Multi-modality of Interaction in Multimedia Applications for Cultural Heritage - A Case Study., , , and . GRAPP, page 446-453. SciTePress, (2015)Sepsis Fast Track: A simulation game for Clinical education based on the Sepsis Fast Track protocol., , , , and . SeGAH, page 1-8. IEEE Computer Society, (2016)Critical Transport: A Serious Game to Teach the Recommendations for the Transport of Critically Ill Patients., , , and . Int. J. Game Based Learn., 4 (4): 71-93 (2014)Didactical Competence Modeller: Dynamic Story Creation for Serious Games., , and . ICWL Workshops, volume 7697 of Lecture Notes in Computer Science, page 39-48. Springer, (2012)A General Process for Developing Business Simulations Games., , , and . SIMULTECH, page 190-193. SciTePress, (2012)