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An approach to assessment of knowledge acquisition by using three-dimensional virtual learning environment.

, , , and . FIE, page 1-8. IEEE Computer Society, (2014)

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Gamification as a Learning Strategy in a Simulation of Dental Anesthesia., , and . SVR, page 271-278. IEEE Computer Society, (2017)Test Case Selection Using CBIR and Clustering., , and . AMCIS, Association for Information Systems, (2013)Feasibility Analysis of an Assessment Model of Knowledge Acquisition in Virtual Environments: A Case Study using a Three-dimensional Atlas of Anatomy., , and . AMCIS, Association for Information Systems, (2013)Editorial Vol.6., , and . Braz. J. Inf. Syst., (2013)Factors Influencing the Perception of Realism in Synthetic Facial Expressions., , and . SIBGRAPI, page 297-304. IEEE Computer Society, (2018)ErgoSV: An Environment to Support Usability Evaluation Using Face and Speech Recognition., , and . HCI (1), volume 8510 of Lecture Notes in Computer Science, page 554-564. Springer, (2014)Analyzing Face and Speech Recognition to Create Automatic Information for Usability Evaluation., , and . HCI (1), volume 8004 of Lecture Notes in Computer Science, page 184-192. Springer, (2013)Virtual Reality-Based System for Training in Dental Anesthesia., , and . HCI (17), volume 8526 of Lecture Notes in Computer Science, page 267-276. Springer, (2014)Building a Open Source Framework for Virtual Medical Training., and . J. Digit. Imaging, 23 (6): 706-720 (2010)Using Affective Computing to Automatically Adapt Serious Games for Rehabilitation., , , and . CBMS, page 55-60. IEEE Computer Society, (2017)