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Project iMARECULTURE: Advanced VR, iMmersive Serious Games and Augmented REality as Tools to Raise Awareness and Access to European Underwater CULTURal heritagE.

, , , , , , , , , , , , , , and . EuroMed (1), volume 10058 of Lecture Notes in Computer Science, page 805-813. (2016)

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Interaction with virtual objects in a natural way., , , , and . MIPRO, page 358-361. IEEE, (2016)Phoneme reduction in automated speech for computer animation., and . SCCG, page 89-96. ACM, (2004)3D Sound for Digital Cultural Heritage., , and . GCH, page 121-125. Eurographics Association, (2021)Balancing Gameplay Elements and Interactive Digital Storytelling in Virtual Reality applications of War Heritage., , and . IMET, page 53-60. Eurographics, (2023)The Use of Live Virtual Guides in Educational Applications., and . VS-GAMES, page 92-97. IEEE Computer Society, (2011)Visualization and multimedia presentation of cultural heritage., , and . MIPRO, page 348-351. IEEE, (2015)SpaceSubdivisionTestbed: A Graphical Tool for Arbitrary Shaped 2D Polygon Subdivision., , and . CSAE, page 46:1-46:5. ACM, (2023)VR Video Storytelling for Intangible Cultural Heritage Preservation., , , , , , and . GCH, page 57-66. Eurographics Association, (2018)Kyrenia - Hyper Storytelling Pilot Application., , , and . GCH, page 177-181. Eurographics Association, (2017)Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion., , , , , , and . Sensors, 20 (20): 5851 (2020)