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Playing 3D: Digital technologies and novel 3d virtual environments to support the needs of Chinese learners in western education: Cross-cultural collaboration, gamification, well-being and social inclusion.

, , , , , , and . VSMM, page 1-9. IEEE, (2016)

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People with Disabilities Leading the Design of Serious Games and Virtual Worlds., , , , , , and . Int. J. Serious Games, (2017)Life and living: Co-designing real and virtual spaces for survivors of severe Acquired Brain Injury (sABI)., , and . VSMM, page 1-4. IEEE, (2017)Multisensory Participatory Design for Children with Special Educational Needs and Disabilities., , , and . IDC, page 490-496. ACM, (2017)WEAR Sustain Network: Ethical and Sustainable Technology Innovation in Wearables and Etextiles., , , , and . GEM, page 1-9. IEEE, (2018)Promoting Inclusion Using OER in Vocational Education and Training Programs., , , , , , , and . ICWL, volume 11841 of Lecture Notes in Computer Science, page 241-249. Springer, (2019)Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation., , , , , , , and . J. Inf. Technol. Educ. Innov. Pract., (2023)Unintended Consequences when the Engineering Design Team is Noninclusive: An Exploration of the Literature., and . EDUCON, page 733-738. IEEE, (2022)An inclusive reading programme for individuals with autism and intellectual disability using multi-media: Application of behaviour analysis and Headsprout early reading programme., , and . VSMM, page 1-5. IEEE, (2017)MOOC for AR VR Training., , , , and . GEM, page 1-9. IEEE, (2018)Extended Reality for Midwifery Learning: MR VR Demonstration., , , , and . VRCAI, page 61:1-61:2. ACM, (2019)