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Augmented reality as means for creating shared understanding.

, , , , and . ECCE, page 17. VTT Technical Research Centre of Finland / ACM, (2009)

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Handheld vs. Head-Mounted AR Interaction Patterns for Museums or Guided Tours., , , and . INTETAIN, volume 377 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 229-242. Springer, (2020)Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games., , and . Entertainment Computing and Serious Games, volume 9970 of Lecture Notes in Computer Science, page 1-16. (2015)Visualisierung als Gegenstand der Ausbildung von Bioinformatikern., , , and . GI Jahrestagung (1), volume P-34 of LNI, page 381-383. GI, (2003)Opportunities for Virtual and Mixed Reality Knowledge Demonstration., and . ISMAR Adjunct, page 381-385. IEEE, (2018)Gamification Mechanics for Playful Virtual Reality Authoring., , and . STAG, page 131-141. Eurographics Association, (2020)A Virtual Glovebox for the Digital Enterprise., and . PROLAMAT, volume 205 of IFIP Conference Proceedings, page 274-283. Kluwer, (2001)Content Creation and Authoring Challenges for Virtual Environments: From User Interfaces to Autonomous Virtual Characters., , and . Virtual Realities, volume 8844 of Lecture Notes in Computer Science, page 187-212. Springer, (2013)MOBA Coach: Exploring and Analyzing Multiplayer Online Battle Arena Data., , , and . ISVC (1), volume 13017 of Lecture Notes in Computer Science, page 197-209. Springer, (2021)Seeking Consent for Programming Process Data Collection with Trustee-Based Encryption., , , , and . ICER (1), page 131-142. ACM, (2024)A Machine Learning based Analysis of e-Sports Player Performances in League of Legends for Winning Prediction based on Player Roles and Performances., , , , and . VISIGRAPP (2: HUCAPP), page 68-76. SCITEPRESS, (2022)