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3D environments with games characteristics for teaching history: the VRLerna case study.

, , , and . SIGDOC, page 59-66. ACM, (2011)

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Measuring and Comparing QoE of Hybrid VR Applications under Increased Network Load., , and . iLRN, page 1-7. IEEE, (2021)Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour., , and . Pers. Ubiquitous Comput., 24 (6): 843-859 (2020)Exploring Immersive Technologies in Learning., , and . J. Univers. Comput. Sci., 26 (8): 854-857 (2020)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)Cultural applications for mobile devices: Issues and requirements for authoring tools and development platforms., , , and . ACM SIGMOBILE Mob. Comput. Commun. Rev., 12 (3): 18-33 (2008)The technology landscape of wireless web., and . Int. J. Mob. Commun., 5 (5): 508-527 (2007)An innovative mobile electronic tourist guide application., , and . Pers. Ubiquitous Comput., 13 (2): 103-118 (2009)Mytilene E-guide: a multiplatform mobile application tourist guide exemplar., , and . Multim. Tools Appl., 54 (2): 241-262 (2011)Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology., , , , , and . J. Univers. Comput. Sci., 26 (8): 996-1016 (2020)An Expert Review of REVERIE and its potential for game-based learning., , , and . Intelligent Environments (Workshops), volume 19 of Ambient Intelligence and Smart Environments, page 306-313. IOS Press, (2015)