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A game-engine based virtual museum authoring and presentation system.

, , , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 451-457. ACM, (2008)

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Reverse engineering electronic services from e-forms to knowledge., , and . ICSOFT (1), page 273-278. INSTICC Press, (2006)A study of micro-augmentations: personality, gender, emotions and effects on attention and brain waves., , , , and . PCI, page 190-195. ACM, (2018)Bringing a peripheral, traditional venue to the digital era with targeted narratives., , , , , , and . Digit. Appl. Archaeol. Cult. Heritage, (2019)Integrating e-government public transactional services into public authority workflows., , , and . Electron. Gov. an Int. J., 1 (1): 49-60 (2004)Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games., , , and . Int. J. Learn. Technol., 6 (3): 263-287 (2011)Personality Analysis of Social Media Influencers as a Tool for Cultural Institutions., , , , and . EuroMed (1), volume 11196 of Lecture Notes in Computer Science, page 236-247. Springer, (2018)"Ghost - Athens": A mobile application about the unknown buildings and street art of Athens., , , , and . Hybrid City, page 268-271. nethood.org / National and Kapodistrian University of Athens, (2015)Historical research in archives: user methodology and supporting tools., , , , and . Int. J. Digit. Libr., 11 (1): 25-36 (2010)Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning Outcomes., , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 218-227. Springer, (2015)Effects of minimum content in cultural informatics., , , , , and . PCI, page 219-222. ACM, (2022)