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Tabletop role playing games and creativity: The Game Master perspective., , , , and . FDG, page 62:1-62:7. ACM, (2022)Effects of Virtual Hand Representation on Interaction and Embodiment in HMD-based Virtual Environments Using Controllers., , , and . VR, page 510-518. IEEE, (2020)Virtual Reality Interfaces for the Broad Public, , and . Advances in Human Computer Interaction I-Proceedings of PC-HCI, (2001)Children designers in the museum: applying participatory design for the development of an art education program, , and . (2007)Creating Informal Learning and First Responder Training XR Experiences with the ImmersiveDeck., , , , , , and . VR Workshops, page 53-60. IEEE, (2023)Studying Player Experience in a Collaborative Embodied Interaction Game., and . VS-GAMES, page 199-206. IEEE Computer Society, (2011)Exploring activity theory as a tool for evaluating interactivity and learning in virtual environments for children., , and . Cogn. Technol. Work., 10 (2): 141-153 (2008)Photorealism and Non-Photorealism in Virtual Heritage Representation., and . VAST, page 51-60. Eurographics Association, (2003)The Interplay between Form, Story, and History : The Use of Narrative in Cultural and Educational Virtual Reality.. International Conference on Virtual Storytelling, volume 2197 of Lecture Notes in Computer Science, page 181-190. Springer, (2001)Exploring rules and underlying concepts while engaged with collaborative full-body games., , and . IDC, page 222-225. ACM, (2010)