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Measuring and Comparing QoE of Hybrid VR Applications under Increased Network Load., , and . iLRN, page 1-7. IEEE, (2021)The REVERIE Human Representation Addresses Issues Related to Virtual Presence, Communication, and Interaction in Collaborative Virtual Environments., , and . CIT/IUCC/DASC/PICom, page 1584-1589. IEEE, (2015)Playing Immersive Games on the REVERIE Platform., , and . CIT/IUCC/DASC/PICom, page 1572-1577. IEEE, (2015)Evaluating the Impact of Multimodal Collaborative Virtual Environments on User's Spatial Knowledge and Experience of Gamified Educational Tasks., and . iLRN, page 185-193. IEEE, (2020)Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications., , , and . IUCC-CSS, page 145-152. IEEE Computer Society, (2016)User experience evaluation of human representation in collaborative virtual environments., , , and . Pers. Ubiquitous Comput., 21 (6): 989-1001 (2017)Beyond Artificial Intelligence Markup Language (AIML) Rapid prototyping of a Q&A system., and . Intelligent Environments (Workshops), volume 17 of Ambient Intelligence and Smart Environments, page 530-540. IOS Press, (2013)An Empirical Study on the Effects of Embodied Conversational Agents on User Retention Performance and Perception in a Simulated Mobile Environment., and . Intelligent Environments (Workshops), volume 17 of Ambient Intelligence and Smart Environments, page 431-442. IOS Press, (2013)Evaluating humanoid embodied conversational agents in mobile guide applications.. Middlesex University, London, UK, (2013)British Library, EThOS.A Framework for Research in Gamified Mobile Guide Applications using Embodied Conversational Agents (ECAs)., and . Int. J. Serious Games, (2015)