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Work, Trade, Learn: Developing an Immersive Serious Game for History Education.

, , and . iLRN, volume 1904 of Communications in Computer and Information Science, page 379-396. Springer, (2023)

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A Simplified Inverse Kinematic Approach for Embodied VR Applications, , , and . Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference, (2016)Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments, , and . Journal of Virtual Reality and Broadcasting, (January 2009)3D fixations in real and virtual scenarios, , , and . Journal of Eye Movement Research, (2007)Accelerated Stereo Rendering with Hybrid Reprojection-Based Rasterization and Adaptive Ray-Tracing., , , and . VR, page 828-835. IEEE, (2020)The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy, , , , and . Frontiers in Virtual Reality, (2021)VR-Assisted vs Video-Assisted Teacher Training., , , , , and . VR, page 625-626. IEEE Computer Society, (2018)The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey., , and . VS-GAMES, page 1-2. IEEE Computer Society, (2018)Sprachgestützte gestische Interaktion zur Steuerung Virtueller Konstruktion, and . Tagungsband zum Workshop des Forschungsverbundes NRW -- Die Virtuelle Wissensfabrik -- vom 23./24. September 1999, GMD, (1999)A Subjective Quality Assessment of Temporally Reprojected Specular Reflections in Virtual Reality, , and . 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), page 825-826. (2023)Holographic Augmented Reality Mirrors for Daily Self-Reflection on the Own Body Image, , , and . CHI 2023 WS28 Integrating Individual and Social Contexts into Self-Reflection Technologies Workshop, page 1-4. (2023)