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1. Augmented reality interfaces : architectures for visualising and interacting with virtual information

2. Project iMARECULTURE: Advanced VR, iMmersive Serious Games and Augmented REality as Tools to Raise Awareness and Access to European Underwater CULTURal heritagE

3. Project iMARECULTURE: Advanced VR, iMmersive Serious Games and Augmented REality as Tools to Raise Awareness and Access to European Underwater CULTURal heritagE

4. The development and evaluation of the Storyline Scaffolding Tool

5. Understanding underwater photogrammetry for maritime archaeology through immersive virtual reality

7. A serious game for understanding ancient seafaring in the Mediterranean sea

8. The New CGEMS - Preparing the Computer Graphics Educational Materials Source to Meet the Needs of Educators

9. 3D MODELLING AND MAPPING FOR VIRTUAL EXPLORATION OF UNDERWATER ARCHAEOLOGY ASSETS

10. Serious Games in Cultural Heritage

14. Using Augmented Reality as a Medium to Assist Teaching in Higher Education

16. Towards Rapid Generation and Visualisation of Large 3D Urban Landscapes for Mobile Device Navigation

17. Effects of gender mapping on the perception of emotion from upper body movement in virtual characters

18. An initial study to assess the perceived realism of agent crowd behaviour in a virtual city

19. A perceptual study into the behaviour of autonomous agents within a virtual urban environment

20. Serious games and e-learning standards: Towards an integrated experience

21. The Herbert Virtual Museum

22. Serious games: A new paradigm for education?

23. Serious Games: A New Paradigm for Education?

24. Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world

25. Developing serious games for cultural heritage: a state-of-the-art review

26. A case study of augmented reality serious games

27. Multimodal augmented reality tangible gaming

28. Assessing neurosky's usability to detect attention levels in an assessment exercise

30. A Case Study of Augmented Reality Serious Games

31. The use of virtual world platforms for supporting an emergency response training exercise

34. ARCO - an architecture for digitization, management and presentation of virtual exhibitions

44. High Dynamic Range in Cultural Heritage Applications

45. Collaborating and Learning in Shared Virtual Environments

46. Graphics and Virtual Environments for Serious Games

47. The New CGEMS - Preparing the Computer Graphics Educational Materials Source to Meet the Needs of Educators

49. Serious Games for use in a Higher Education Environment.

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