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Fly My Little Dragon: Using AR to Learn Geometry

, , , , and . Proceedings of the IEEE Conference on Games (CoG '22), page 528-531. Beijing, China, IEEE, (2022)
DOI: http://dx.doi.org/10.1109/CoG51982.2022.9893601

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Develop your strengths by gaming: Towards an inventory of gamificationable skills, and . Proccedings der INFORMATIK 2013, 43. Jahrestagung der Gesellschaft für Informatik, Workshop Virtuelle Welten und Gamification, (2013)Editorial: The Light and Dark Sides of Virtual Reality, , and . Frontiers in Virtual Reality, (2023)VR-Assisted vs Video-Assisted Teacher Training, , , , , and . Proceedings of the 25th IEEE Virtual Reality conference (VR '18), page 625-626. IEEE, (2018)Classroom management competency enhancement for student teachers using a fully immersive virtual classroom, , , , , and . Computers & Education, (2021)Usability of Gamified Knowledge Learning in VR and Desktop-3D, , and . Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, page 1-13. New York, NY, USA, Association for Computing Machinery, (2019)Interactive Gamified 3D-Training of Affine Transformations, and . Proceeding of the 22nd ACM Symposium on Virtual Reality Software and Technology (VRST), page 343-344. New York, NY, USA, Association for Computing Machinery, (2016)The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy, , , , and . Frontiers in Virtual Reality, (2021)Stay Safe! Safety Precautions for Walking on a Conventional Treadmill in VR, , and . Proceedings of the 29th IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR '22), page 732-733. IEEE, (2022)Embodied Gambling–Investigating the Influence of Level of Embodiment, Avatar Appearance, and Virtual Environment Design on an Online VR Slot Machine, , and . Frontiers in Virtual Reality, (2022)Joyful Adventures and Frightening Places - Designing Emotion-Inducing Virtual Environments, , , , and . Frontiers in Virtual Reality, (2022)