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Evaluation of a Virtual Reality Learning Enviroment testbed and Non-Verbal Cue Integration.

, , , and . IMET, page 1-2. IEEE, (2022)

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Preliminary evaluation of an IVR user experience design model using eye-tracking attention measurements., and . VR Workshops, page 822-823. IEEE, (2022)Sign Language in Immersive VR: Design, Development, and Evaluation of a Testbed Prototype., , , and . VRST, page 72:1-72:2. ACM, (2022)Pervasive role playing games: development and evaluation of a research prototype. University of the Aegean, Greece, (2016)National Archive of PhD Theses: oai:10442/37449.Users as Craftspeople: Demonstrating Traditional Crafts using Interactive Immersive Virtual Reality., , , and . AIVR, page 245-247. IEEE, (2022)Remote Synchronous Interaction in Mixed Reality Gaming Worlds., , , and . MMVE@MMSys, page 13-15. ACM, (2018)A Semantic Mixed Reality Framework for Shared Cultural Experiences Ecosystems., , , , , , , , , and 6 other author(s). Big Data Cogn. Comput., 4 (2): 6 (2020)Interactive Spatial Storytelling for Location-Based Games: A Case Study., , , and . GALA, volume 11899 of Lecture Notes in Computer Science, page 585-594. Springer, (2019)Exploring non-verbal cues and user attention in IVR with eye tracking technologies., , , , , and . MMVE@MMSys, page 47-50. ACM, (2022)Enhanced Buying Experiences in Smart Cities: The SMARTBUY Approach., , , , , , , , , and . AmI, volume 11912 of Lecture Notes in Computer Science, page 108-122. Springer, (2019)Scenic Athens: A personalized scenic route planner for tourists., , , , , , and . ISCC, page 1151-1156. IEEE Computer Society, (2016)