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An Ontology-Based Augmented Reality Application Exploring Contextual Data of Cultural Heritage Sites.

, , , , and . SITIS, page 468-475. IEEE Computer Society, (2016)

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Assessing the Possibility of a Social e-Book by Analyzing Reader Experiences., , and . HCI (26), volume 8029 of Lecture Notes in Computer Science, page 50-57. Springer, (2013)Enhancing Social Presence in Augmented Reality-Based Telecommunication System., , , and . HCI (18), volume 8021 of Lecture Notes in Computer Science, page 359-367. Springer, (2013)Ontology-based mobile augmented reality in cultural heritage sites: information modeling and user study., , , , and . Multim. Tools Appl., 76 (24): 26001-26029 (2017)Smart Icebreaker: A Workflow for Serious Game That Promotes Intimacy among Group Members., , , , , and . Culture and Computing, page 145-146. IEEE Computer Society, (2013)A New Design Process for Viewer Participation in Interactive TV Program: Focused on the Interactive TV Game Show Hae-un-dae., , , , and . HCI (9), volume 8518 of Lecture Notes in Computer Science, page 763-772. Springer, (2014)An Ontology-Based Augmented Reality Application Exploring Contextual Data of Cultural Heritage Sites., , , , and . SITIS, page 468-475. IEEE Computer Society, (2016)