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Embracing Cultural Heritage Through Virtual Reality: Development, Usability and Enjoyment Evaluation of a VR Environment for the Church of Panagia Aggeloktisti.

, , and . XR (2), volume 14219 of Lecture Notes in Computer Science, page 227-246. Springer, (2023)

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The use of cyber campuses to support online learning for students experiencing barriers accessing education., , and . EAI Endorsed Trans. Future Intell. Educ. Environ., 2 (6): e3 (2016)Exploring Gaming Technologies, Digital Twins, and VR to Visualise Wireless Propagation Simulations., , and . COMPSAC, page 656-661. IEEE, (2024)Investigating Students' Motivation and Cultural Heritage Learning in a Gamified Versus Non-gamified VR Environment., , , , and . IMET, page 41-44. Eurographics, (2023)Exploring the Time Dilation Gameplay in VR, and Its Effect on Presence, VR Sickness, and Performance., , and . GEM, page 1-6. IEEE, (2024)Virtual Museums as a New Type of Cyber-Physical-Social System., , and . AVR (2), volume 11614 of Lecture Notes in Computer Science, page 256-263. Springer, (2019)Evaluation of a Serious VR Game Designed to Promote the Sustainable Development Goals., , , , , and . GEM, page 1-6. IEEE, (2024)The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds., , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 35-46. Springer, (2017)The Development and Evolution of Transactive Memory System Over Time in MUVEs., and . CEEC, page 174-179. IEEE, (2018)Initial Evaluation of an Intelligent Virtual Museum Prototype Powered by AI, XR and Robots., and . AVR, volume 12980 of Lecture Notes in Computer Science, page 290-305. Springer, (2021)Work-in-Progress - Converging Virtual Reality, Robots, and Social Networks to Support Immersive Learning., and . iLRN, page 308-311. IEEE, (2020)