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Deploying Thick Mobile Clients Using Thin Client Architecture: A Case in Mobile Tourist Guides.

, , , and . WSKS (2), volume 19 of Communications in Computer and Information Science, page 635-640. Springer, (2008)

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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)Measuring and Comparing QoE of Hybrid VR Applications under Increased Network Load., , and . iLRN, page 1-7. IEEE, (2021)Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour., , and . Pers. Ubiquitous Comput., 24 (6): 843-859 (2020)Problem driven CVE technology development., , and . J. Netw. Comput. Appl., 25 (4): 243-262 (2002)Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes., and . iLRN, volume 1044 of Communications in Computer and Information Science, page 234-246. Springer, (2019)Work-in-Progress-WebXR to Support Student Wellbeing and Anxiety., , and . iLRN, page 1-3. IEEE, (2021)An Expert Review of REVERIE and its potential for game-based learning., , , and . Intelligent Environments (Workshops), volume 19 of Ambient Intelligence and Smart Environments, page 306-313. IOS Press, (2015)Using Serious Games in Higher Education: Reclaiming the Learning Time., and . Intelligent Environments (Workshops), volume 19 of Ambient Intelligence and Smart Environments, page 381-387. IOS Press, (2015)Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework., , , , , and . Intelligent Environments (Workshops), volume 19 of Ambient Intelligence and Smart Environments, page 388-395. IOS Press, (2015)Work-In-Progress - CrimOPS - Gamified Virtual Simulations for Authentic Assessment in Criminology., , , , , and . iLRN, page 1-3. IEEE, (2022)