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Measuring and Comparing QoE of Hybrid VR Applications under Increased Network Load., , and . iLRN, page 1-7. IEEE, (2021)The REVERIE Human Representation Addresses Issues Related to Virtual Presence, Communication, and Interaction in Collaborative Virtual Environments., , and . CIT/IUCC/DASC/PICom, page 1584-1589. IEEE, (2015)Playing Immersive Games on the REVERIE Platform., , and . CIT/IUCC/DASC/PICom, page 1572-1577. IEEE, (2015)Improving video QoE with IP over ICN., , , , and . Int. J. Netw. Manag., (2020)Affective Communication between ECAs and Users in Collaborative Virtual Environments: The REVERIE European Parliament Use Case., and . Multimodal Technol. Interact., 3 (1): 7 (2019)The impact of multimodal collaborative virtual environments on learning: A gamified online debate., , , and . Comput. Educ., (2019)Evaluating an Intelligent Q&A System for Mobile Cultural Learning., and . EAI Endorsed Trans. Future Intell. Educ. Environ., 1 (2): e3 (2015)User experience evaluation of human representation in collaborative virtual environments., , , and . Pers. Ubiquitous Comput., 21 (6): 989-1001 (2017)Evaluating the Impact of Multimodal Collaborative Virtual Environments on User's Spatial Knowledge and Experience of Gamified Educational Tasks., and . iLRN, page 185-193. IEEE, (2020)Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications., , , and . IUCC-CSS, page 145-152. IEEE Computer Society, (2016)