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Eye Tracking in Maritime Immersive Safe Oceans Technology., , , , , and . CogInfoCom, page 245-250. IEEE, (2020)Experiences from Tanzania-Interview Experiment in Co-designing Future Local Climate Services., , , , , , and . AFRICON, page 1-7. IEEE, (2019)Combining Semantic Ontology and AR Content toward an Immersive Smart City Mobile Application., , , , , and . CogInfoCom, page 203-208. IEEE, (2020)Rehabilitation Games., , , , and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Applying personas in designing exergames for knee arthrosis., , , , and . SeGAH, page 1-5. IEEE, (2018)Human Computer Interaction Opportunities in Hand Tracking and Finger Recognition in Ship Engine Room VR Training., , , , and . AHFE (18), volume 276 of Lecture Notes in Networks and Systems, page 343-351. Springer, (2021)Higher Education Learner Experience with Fuzzy Feedback in a Digital Learning Environment., , , , and . CogInfoCom, page 253-260. IEEE, (2018)Validation of Virtual Command Bridge Training Environment Comparing the VR-Training with Ship Bridge Simulation., , , and . AHFE (12), volume 1212 of Advances in Intelligent Systems and Computing, page 444-451. Springer, (2020)Success factors for serious games to enhance learning: a systematic review., , , and . Virtual Reality, 21 (1): 31-58 (2017)Codebook Co-Development to Understand Fidelity and Initiate Artificial Intelligence in Serious Games., , and . Int. J. Game Based Learn., 10 (1): 37-53 (2020)