Virtual Reality in Small and Medium-Sized Enterprises: A Systematic Literature Review | 0 | 0.34 | 2022 |
The Potential of Augmented Reality for Digital Twins: A Literature Review | 0 | 0.34 | 2022 |
An Interactive Chess-Puzzle-Simulation for Computer Science Education | 0 | 0.34 | 2022 |
Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review | 0 | 0.34 | 2022 |
Immersive Virtual Reality for Virtual and Digital Twins: A Literature Review to Identify State Of The Art and Perspectives | 0 | 0.34 | 2022 |
Work-In-Progress—Exploring the Feasibility of Using Hand Tracking in VR Application for Memory Training Exercises | 0 | 0.34 | 2022 |
Virtual Reality Applications for the Treatment of Anxiety and Mental Disorders | 0 | 0.34 | 2021 |
Beyond Gaming: The Potential of Twitch for Online Learning and Teaching | 0 | 0.34 | 2021 |
The Potential of 360-Degree Virtual Reality Videos and Real VR for Education - A Literature Review. | 0 | 0.34 | 2021 |
Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom | 2 | 0.37 | 2021 |
Tokenfication - The potential of non-fungible tokens (NFT) for game development. | 2 | 0.40 | 2021 |
#StayHome Playing LoL - Analyzing Players' Activity and Social Bonds in League of Legends During Covid-19 Lockdowns. | 0 | 0.34 | 2021 |
The Influence of in-VR Questionnaire Design on the User Experience | 1 | 0.35 | 2021 |
Two Decades of Game Jams. | 0 | 0.34 | 2021 |
The Potential of Virtual Reality for Computer Science Education -Engaging Students through Immersive Visualizations | 0 | 0.34 | 2021 |
Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case | 0 | 0.34 | 2021 |
The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review | 0 | 0.34 | 2021 |
Room Scale Virtual Reality Physics Education: Use Cases for the Classroom | 0 | 0.34 | 2020 |
Work-in-Progress—Conceptual Framework for User Interface in Virtual Reality | 0 | 0.34 | 2020 |
Do Influencers Influence? – Analyzing Players’ Activity in an Online Multiplayer Game | 0 | 0.34 | 2020 |
Jamming across borders - An exploratory study. | 0 | 0.34 | 2020 |
Virtual Reality in Computer Science Education: A Systematic Review | 3 | 0.46 | 2020 |
Scool - Game-Based Learning In Computer Science Class A Case Study In Secondary Education | 1 | 0.37 | 2019 |
Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity | 0 | 0.34 | 2019 |
GameStory Task at MediaEval 2019. | 0 | 0.34 | 2019 |
Social interactions in game jams: a jammer recommender tool | 0 | 0.34 | 2019 |
Beyond the individual : understanding social structures of an online player matchmaking website | 0 | 0.34 | 2019 |
Analyzing player networks in Destiny. | 1 | 0.35 | 2018 |
Social Aspects of the Game Development Process in the Global Gam Jam. | 0 | 0.34 | 2018 |
Improving Physics Education Through Different Immersive and Engaging Laboratory Setups. | 0 | 0.34 | 2017 |
An Educational Physics Laboratory In Mobile Versus Room Scale Virtual Reality - A Comparative Study | 1 | 0.37 | 2017 |
Gesture-Based Interactions in Video Games with the Leap Motion Controller. | 2 | 0.40 | 2017 |
Social network analysis of the global game jam network. | 0 | 0.34 | 2017 |
MythHunter - Gamification in an Educational Location-Based Scavenger Hunt. | 0 | 0.34 | 2017 |
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study. | 1 | 0.41 | 2017 |
Evaluating Experiences in Different Virtual Reality Setups. | 5 | 0.62 | 2016 |
Interdisciplinary and International Game Projects for Creative Learning. | 2 | 0.41 | 2016 |
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2. | 2 | 0.38 | 2016 |
A Practical Experience on the Use of Gamification in MOOC Courses as a Strategy to Increase Motivation. | 5 | 0.62 | 2016 |
Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM. | 1 | 0.38 | 2016 |
Preface to the Special Issue on Immersive Environments: Challenges, Research and New Developments. | 0 | 0.34 | 2016 |
Pattern-oriented approaches for design-based research in collaborative research projects: a knowledge maturing perspective. | 0 | 0.34 | 2016 |
Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny. | 4 | 0.51 | 2016 |
Exploratory and Collaborative Learning Experience in Immersive Environments - Implementation and Findings from an Archaeological Domain. | 0 | 0.34 | 2016 |
Individual Versus Collaborative Learning In A Virtual World | 1 | 0.36 | 2016 |
Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space. | 0 | 0.34 | 2015 |
Application Domains for a Location-based Mobile Application Creator | 1 | 0.36 | 2015 |
Introduction to the Proceedings of iLRN'15. | 0 | 0.34 | 2015 |
Enhancing online and mobile experimentations using gamification strategies | 0 | 0.34 | 2015 |
Virtual Worlds for 3D Visualizations. | 1 | 0.35 | 2015 |