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Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education., , , , , and . VR, page 893-902. IEEE, (2020)Off-Screen Landmarks on Mobile Devices: Levels of Measurement and the Perception of Distance on Resized Icons., and . Künstliche Intell., 31 (2): 141-149 (2017)Low-Cost VR Applications to Experience Real Word Places Anytime, Anywhere, and with Anyone., , , , , , and . WEVR@VR, page 1-6. IEEE, (2019)AnywhereXR - Laying the Foundation for Open Source Embodied Digital Twin Applications., , , , and . IMET, page 15-18. Eurographics, (2023)Fostering Geological Thinking Through Virtual Strike and Dip Measurements, , , , , , , , and . 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), page 303-308. (March 2021)The value of being there: toward a science of immersive virtual field trips, , , , , , and . Virtual Reality, 24 (4): 753--770 (Dec 1, 2020)Harnessing the power of immersive virtual reality - visualization and analysis of 3D earth science data sets., , , , and . Geo spatial Inf. Sci., 22 (4): 237-250 (2019)CrowdXR - Pitfalls and Potentials of Experiments with Remote Participants., , , , , , , , and . ISMAR, page 450-459. IEEE, (2021)Desktop versus immersive virtual environments: effects on spatial learning., , , , , , , and . Spatial Cogn. Comput., 20 (4): 328-363 (2020)Extended Realities - How Changing Scale Affects Spatial Learning., , , , and . VR Workshops, page 601-602. IEEE, (2020)