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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)Measuring and Comparing QoE of Hybrid VR Applications under Increased Network Load., , and . iLRN, page 1-7. IEEE, (2021)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)3D environments with games characteristics for teaching history: the VRLerna case study., , , and . SIGDOC, page 59-66. ACM, (2011)The Kahun project: CVE technology development based on real world application and user needs., , , and . VRST, page 168-169. ACM, (1999)Status and trends of wireless web technologies., , and . Communication Systems and Networks, page 219-224. IASTED/ACTA Press, (2006)A novel method for the development of personalized mobile tourist applications., , and . Communication Systems and Networks, page 208-212. IASTED/ACTA Press, (2006)Interdisciplinary and International Game Projects for Creative Learning., , and . ITiCSE, page 29-34. ACM, (2016)Westminster Serious Games Platform (wmin-SGP) a tool for real-time authoring of roleplay simulations for learning., , , , , , and . EAI Endorsed Trans. Future Intell. Educ. Environ., 2 (6): e5 (2016)