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- 2015
- An audience perspective on the second screen phenomenon (
- Best practices for interdisciplinary research supporting the development of digital games for personal empowerment and social inclusion (
- 2014
- The pleasure of being (there?): an explorative study into the effects of presence and identification on the enjoyment of an interactive theatrical performance using omni-directional video (
- An audience perspective on the second screen phenomenon (
- An ontology co-design method for the co-creation of a continuous care ontology (
- 2013
- Immersive experiences in the home: a field trial on stereoscopic 3DTV (
- Best practices for deploying digital games for personal empowerment and social inclusion (
- 2012
- The potential of digital games for empowerment of groups at risk of social and economic exclusion: evidence and opportunity for policy. [1] Report commissioned by the European Commission and prepared by the Institute for Prospective Technologies (IPTS) in collaboration with iMinds. (
- Assessing the importance of audio/video synchronization for simultaneous translation of video sequences (
- 2011
- The pleasure of being (there?): an explorative study into the effects of presence and identification on the enjoyment of an interactive theatrical performance using omni-directional video (
- Towards ontology co-creation in institutionalized care setings (