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Inspiring healthy Food Choices in a Virtual Reality Supermarket by adding a tangible Dimension in the Form of an Augmented Virtuality Smartphone.

, , , , , , , , , , , , , and . VR Workshops, page 548-549. IEEE, (2021)

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Mixed Reality for Cultural Heritage., , and . VR, page 1618-1622. IEEE, (2019)HieroQuest - A Serious Game for Learning Egyptian Hieroglyphs., , , , , and . ACM Journal on Computing and Cultural Heritage, 13 (4): 30:1-30:20 (2020)Inspiring healthy Food Choices in a Virtual Reality Supermarket by adding a tangible Dimension in the Form of an Augmented Virtuality Smartphone., , , , , , , , , and 4 other author(s). VR Workshops, page 548-549. IEEE, (2021)Ludus Magnus - A Serious Game for Learning the Latin Language., , , and . HCI (29), volume 12790 of Lecture Notes in Computer Science, page 51-61. Springer, (2021)Tangible Chess for Dementia Patients - Playing with Conductive 3D Printed Figures on a Touchscreen., , , , , and . HCI (26), volume 12787 of Lecture Notes in Computer Science, page 38-57. Springer, (2021)Connecting Artificial Brains to Robots in a Comprehensive Simulation Framework: The Neurorobotics Platform., , , , , , , , , and 22 other author(s). Frontiers Neurorobotics, (2017)Acceptance and Effectiveness of a Virtual Reality Public Speaking Training., , , and . ISMAR, page 363-371. IEEE, (2019)THe Innovative Reminder in Senior-Focused Technology (THIRST) - Evaluation of Serious Games and Gadgets for Alzheimer Patients., , , , , , , , , and . HCI (28), volume 11593 of Lecture Notes in Computer Science, page 135-154. Springer, (2019)ARsinoë - Learning Egyptian Hieroglyphs with Augmented Reality and Machine Learning., , , and . ISMAR Adjunct, page 326-332. IEEE, (2020)Work-In-Progress-Mathstation - A Grade School Math Supplement Serious Game., and . iLRN, page 1-3. IEEE, (2021)