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Immersive Technologies in Retail: Practices of Augmented and Virtual Reality.

, and . CHIRA, page 281-290. SCITEPRESS, (2020)

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Dementia Games: A Literature Review of Dementia-Related Serious Games., and . SGDA, volume 8101 of Lecture Notes in Computer Science, page 15-27. Springer, (2013)Customer journeys and process mining - challenges and opportunities., , , and . IESS, page 5002. edp sciences, (2024)Designing a Modeling Language for Customer Journeys: Lessons Learned from User Involvement., , and . MoDELS, page 239-249. IEEE, (2021)Cybersecurity for SMEs: Introducing the Human Element into Socio-technical Cybersecurity Risk Assessment., , , , and . VISIGRAPP (3: IVAPP), page 266-274. SCITEPRESS, (2021)A User Experience Questionnaire for VR Locomotion: Formulation and Preliminary Evaluation.. AVR (1), volume 12242 of Lecture Notes in Computer Science, page 157-167. Springer, (2020)VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques., and . Adv. Human-Computer Interaction, (2019)Immersive Technologies in Retail: Practices of Augmented and Virtual Reality., and . CHIRA, page 281-290. SCITEPRESS, (2020)The Table Mystery: An Augmented Reality Collaborative Game for Chemistry Education., and . SGDA, volume 8101 of Lecture Notes in Computer Science, page 86-95. Springer, (2013)Involving users in the development of a modeling language for customer journeys., , , and . Softw. Syst. Model., 22 (5): 1589-1618 (October 2023)Smart Tourism in Cities: Exploring Urban Destinations with Audio Augmented Reality., and . PETRA, page 515-521. ACM, (2018)