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Virtual Companions and 3D Virtual Worlds: Investigating the Sense of Presence in Distance Education.

, , , , and . HCI (26), volume 11591 of Lecture Notes in Computer Science, page 175-192. Springer, (2019)

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Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups., , , and . ICGI, page 1-8. IEEE, (2021)The Effect of Multisensory Stimuli on Path Selection in Virtual Reality Environments., , , , and . WorldCIST (2), volume 931 of Advances in Intelligent Systems and Computing, page 686-695. Springer, (2019)Applying UTAUT Model for an Acceptance Study Alluding the Use of Augmented Reality in Archaeological Sites., , , and . VISIGRAPP (2: HUCAPP), page 111-120. SciTePress, (2019)A Conceptual Research Model Proposal of Digital Marketing Adoption and Impact on Low Density Tourism Regions., , , , , and . WorldCIST (1), volume 745 of Advances in Intelligent Systems and Computing, page 528-537. Springer, (2018)Designing Collaborative and Coordinated Virtual Reality Training Integrated with Virtual and Physical Factories., , , and . ICGI, page 48-55. IEEE, (2019)Foundations for a Mobile Context-Aware Advertising System., , , , , , and . CENTERIS (2), volume 220 of Communications in Computer and Information Science, page 51-61. Springer, (2011)SAMi: An Accessible Web Application Solution for Video Search for People with Intellectual Disabilities., , , and . ICCHP (2), volume 9759 of Lecture Notes in Computer Science, page 310-316. Springer, (2016)Impact of Different Levels of Information Presentation on User Experience: A Case Study in a Virtual World., , , , , , and . WorldCIST (2), volume 469 of Lecture Notes in Networks and Systems, page 600-610. Springer, (2022)Immersive Virtual Reality Training Platforms Powered by Digital Twin Technologies: The Smartcut Case Study., , , , , and . ICGI, page 1-8. IEEE, (2023)Does gamification in virtual reality improve second language learning?, , , , and . ICGI, page 1-8. IEEE, (2021)