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Towards Online Immersive Collaborative Innovation Spaces.

, , and . iLRN, volume 725 of Communications in Computer and Information Science, page 3-13. Springer, (2017)

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Extended Field Trials of a Mixed-Reality Teaching Environment: Practical Issues Beyond the Technology., and . iLRN, volume 725 of Communications in Computer and Information Science, page 14-24. Springer, (2017)Integrating a Social Network Group with a 3D Collaborative Learning Environment., , and . Intelligent Environments, page 310-317. IEEE, (2014)Supporting mixed-mode role-play activities in a virtual environment., , and . CEEC, page 49-54. IEEE, (2017)Towards Observing and Assessing Collaborative Learning Activities in Immersive Environments., , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 47-59. Springer, (2017)Interdisciplinary Research Towards Creating a Design Framework for Adaptable Virtual Learning Environments., , and . TALE, page 972-975. IEEE, (2020)Modeling the effect of attention deficit in game-based motor ability assessment of Cerebral Palsy patients., , , and . PETRA, page 65:1-65:8. ACM, (2013)Evaluating the Use of Pedagogical Virtual Machine with Augmented Reality to Support Learning Embedded Computing Activity., , and . ICCAE, page 44-50. ACM, (2017)An event detection approach for identifying learning evidence in collaborative virtual environments., , and . CEEC, page 42-47. IEEE, (2016)Social Organisation and Cooperative Learning: Identification and Categorisation of Groups and Sub-Groups in Non-Cooperative Games., , and . iLRN, volume 1044 of Communications in Computer and Information Science, page 131-143. Springer, (2019)A Generalized Pedagogical Framework for Creating Mixed-Mode Role-Play in Multi-User Virtual Environments., , and . iLRN, volume 1044 of Communications in Computer and Information Science, page 158-171. Springer, (2019)