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Is Reality Real? Thoughts and Conjectures about Culture, Self, Intersubjectivity and Parallel Worlds in Digital Technologies.

, , and . HCI (9), volume 8012 of Lecture Notes in Computer Science, page 68-73. Springer, (2013)

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Is Reality Real? Thoughts and Conjectures about Culture, Self, Intersubjectivity and Parallel Worlds in Digital Technologies., , and . HCI (9), volume 8012 of Lecture Notes in Computer Science, page 68-73. Springer, (2013)Brain Reality Gaming: Concepts, Advances and Current Challenges., and . AHFE (17), volume 1217 of Advances in Intelligent Systems and Computing, page 611-618. Springer, (2020)Review of Virtual Reality Technology: An Ergonomic Approach and Current Challenges., and . AHFE (4), volume 588 of Advances in Intelligent Systems and Computing, page 52-61. Springer, (2017)Accessibility and Gamification Applied to Cognitive Training and Memory Improvement., , , , , and . ICITS, volume 918 of Advances in Intelligent Systems and Computing, page 441-451. Springer, (2019)Digital Self: Fiction and Non-fiction on the Internet., , and . HCI (8), volume 8517 of Lecture Notes in Computer Science, page 537-547. Springer, (2014)We Are All Cyborgs: Body-Machine and Body-Information in Virtual Reality Systems., , and . HCI (18), volume 9748 of Lecture Notes in Computer Science, page 287-293. Springer, (2016)Methods and Procedures to Usability Testing in Virtual Reality Systems., , and . AHFE (4), volume 588 of Advances in Intelligent Systems and Computing, page 45-51. Springer, (2017)Metaphors and Embodiment in Virtual Reality Systems., and . HCI (18), volume 9748 of Lecture Notes in Computer Science, page 278-286. Springer, (2016)A Comparative Usability Analysis of Virtual Reality Goggles., , , , and . HCI (19), volume 10289 of Lecture Notes in Computer Science, page 565-574. Springer, (2017)