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Playing the e-business game in 3D virtual worlds.

, , , , , and . OZCHI, volume 206 of ACM International Conference Proceeding Series, page 333-336. ACM, (2006)

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A Methodology for Developing Multiagent Systems as 3D Electronic Institutions., , , , and . AOSE, volume 4951 of Lecture Notes in Computer Science, page 103-117. Springer, (2007)Interface and Experience Design with AI for VR/AR (DAIVAR'18) and AI/ML for Immersive Simulations (AMISIM'18)., , , , , , , , , and . AIVR, page 227-228. IEEE Computer Society, (2018)Travel Agents vs. Online Booking: Tackling the Shortcomings of Nowadays Online Tourism Portals., , , and . ENTER, page 418-428. Springer, (2006)Implicit Training of Virtual Agents., , , and . IVA, volume 4722 of Lecture Notes in Computer Science, page 356-357. Springer, (2007)Dealing with a Panic Attack: a Virtual Reality Training Module for Postgraduate Psychology Students., , , and . VRST, page 60:1-60:2. ACM, (2021)Euclidean representation of 3D electronic institutions: automatic generation., and . AVI, page 449-452. ACM Press, (2006)Teaching Programming Fundamentals to Modern University Students., and . CSEDU (2), page 308-317. SciTePress, (2016)978-989-758-179-3.On the Relationship between Subjective and Objective measures of VR experiences: a Case Study of a Serious Game for Museums., , , , , , , , and . GamiLearn, volume 2497 of CEUR Workshop Proceedings, CEUR-WS.org, (2019)What makes virtual agents believable?, , and . Connect. Sci., 28 (1): 83-108 (2016)Generating diverse ethnic groups with genetic algorithms., , , and . VRST, page 1-8. ACM, (2012)