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A Gamified Approach Towards Identifying Key Opportunities and Potential Sponsors for the Future of F1 Racing in a Declining Car Ownership Environment.

, , , , , and . AHFE (22), volume 973 of Advances in Intelligent Systems and Computing, page 179-191. Springer, (2019)

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Digital Museum Transformation Strategy Against the Covid-19 Pandemic Crisis., , , and . AHFE (18), volume 276 of Lecture Notes in Networks and Systems, page 225-234. Springer, (2021)A virtual reality game for cognitive impairment screening in the elderly: a user perspective., , , , , and . CogInfoCom, page 403-410. IEEE, (2019)Eye Tracking in Maritime Immersive Safe Oceans Technology., , , , , and . CogInfoCom, page 245-250. IEEE, (2020)A Gamified Approach Towards Identifying Key Opportunities and Potential Sponsors for the Future of F1 Racing in a Declining Car Ownership Environment., , , , , and . AHFE (22), volume 973 of Advances in Intelligent Systems and Computing, page 179-191. Springer, (2019)Towards a methodology for online VR application testing., , , , and . CogInfoCom, page 295-298. IEEE, (2020)Virtual and Augmented Reality Gamification Technology on Reinventing the F1 Sponsorship Model not Purely Focused on the Team's and Car's Performance., , , , , and . AHFE (22), volume 973 of Advances in Intelligent Systems and Computing, page 364-376. Springer, (2019)Mapping the Monetization Challenge of Gaming in Various Domains., , , , and . AHFE (22), volume 973 of Advances in Intelligent Systems and Computing, page 389-400. Springer, (2019)Finger tracking and hand recognition technologies in virtual reality maritime safety training applications., , , , and . CogInfoCom, page 251-258. IEEE, (2020)FiAAR: An Augmented Reality Firetruck Equipment Assembly and Configuration Assistant Technology., , , , and . CogInfoCom, page 237-244. IEEE, (2020)Digital Cultural Strategies Within the Context of Digital Humanities Economics., , , , and . AHFE (22), volume 973 of Advances in Intelligent Systems and Computing, page 283-295. Springer, (2019)