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A Comparison of Visual Attention Guiding Approaches for 360° Image-Based VR Tours.

, , , and . VR, page 83-91. IEEE, (2020)

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Immersive VR and Embodied Learning: The Role of Embodied Affordances in The Long-term Retention of Semantic Knowledge.. VR Workshops, page 537-538. IEEE, (2020)Move The Object or Move The User: The Role of Interaction Techniques on Embodied Learning in VR., , , , and . Frontiers Virtual Real., (2021)Fostering Geological Thinking Through Virtual Strike and Dip Measurements, , , , , , , , and . 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), page 303-308. (March 2021)CrowdXR - Pitfalls and Potentials of Experiments with Remote Participants., , , , , , , , and . ISMAR, page 450-459. IEEE, (2021)Design of a Serious Game to Inform the Public About the Critical Zone., , , , , , and . SeGAH, page 1-8. IEEE, (2020)CZ Investigator: Learning About Critical Zones Through a VR Serious Game., , , , , , and . VR Workshops, page 603-604. IEEE, (2020)A Comparison of Visual Attention Guiding Approaches for 360° Image-Based VR Tours., , , and . VR, page 83-91. IEEE, (2020)Mixed or Virtual: Does Device Type Matter in Human-ECA Interactions., , , , , and . iLRN, page 230-235. IEEE, (2020)Immersive Place-based Learning - An Extended Research Framework., , , , , and . VR Workshops, page 449-454. IEEE, (2020)Fostering Penetrative Thinking in Geosciences Through Immersive Experiences: A Case Study in Visualizing Earthquake Locations in 3D., , , , and . iLRN, page 132-139. IEEE, (2020)