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Learning Success in Immersive Virtual Reality Training Environments: Practical Evidence from Automotive Assembly.

, , , and . NordiCHI, page 50:1-50:11. ACM, (2020)

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User-centred design with visually impaired pupils: A case study of a game editor for orientation and mobility training., , , and . Int. J. Child Comput. Interact., (2017)No need to stop: exploring smartphone interaction paradigms while cycling., , , , , , and . MUM, page 177-187. ACM, (2017)XR for First Responders: Concepts, Challenges and Future Potential of Immersive Training., , , , and . EuroXR, volume 14410 of Lecture Notes in Computer Science, page 192-200. Springer, (2023)Insights into Internet Privacy for Visually Impaired and Blind People., , , and . ICCHP (1), volume 9758 of Lecture Notes in Computer Science, page 231-238. Springer, (2016)From Bottom-up Insights to Feature Ideas: A Case Study into the Office Environments of Older Knowledge Workers., , , , , , and . HWID, volume 468 of IFIP Advances in Information and Communication Technology, page 83-96. Springer, (2015)Be Active! Participatory Design of Accessible Movement-Based Games., , , , and . TEI, page 179-192. ACM, (2020)Learning Success in Immersive Virtual Reality Training Environments: Practical Evidence from Automotive Assembly., , , and . NordiCHI, page 50:1-50:11. ACM, (2020)POINTS - Playful objects for inclusive, personalized movement games., , , and . CoRR, (2019)NextGen Training for Medical First Responders: Advancing Mass-Casualty Incident Preparedness through Mixed Reality Technology., , , , , , , and . Multimodal Technol. Interact., 7 (12): 113 (December 2023)How does it feel? - Investigating Soft-Touch Surface Experience Dimensions., , , , , and . QoMEX, page 181-186. IEEE, (2021)