Borja Manero

Orcid: 0000-0003-2965-844X

According to our database1, Borja Manero authored at least 28 papers between 2004 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance.
Virtual Real., June, 2024

2022
Computer Entertainment Technologies for the Visually Impaired: An Overview.
Int. J. Interact. Multim. Artif. Intell., 2022

Talk & Play: a VR Application to Improve Volume and Silences Use in Verbal Communication.
Proceedings of the Proceeding of the 30th International Conference on Computers in Education, 2022

Tackling the design and evaluation of a theater-based intelligent system to monitor audience experience in virtual public speaking settings.
Proceedings of the International Conference on Advanced Learning Technologies, 2022

Adopting an immersive virtual reality system to enhance Pre-service teachers' communicative competence.
Proceedings of the International Conference on Advanced Learning Technologies, 2022

2021
Comparison of a Tablet Versus Computer-Based Classical Theatre Game Among 8-13 Year Children.
IEEE Access, 2021

An Augmented Reality Experience for Generating New Audiences for Spanish Dance.
Proceedings of the Proceeding of the 29th International Conference on Computers in Education, 2021

A Teacher Training Proposal for Classroom Conflict Management through Virtual Reality.
Proceedings of the 21st International Conference on Advanced Learning Technologies, 2021

2020
LiveDots: Real time Interactive Braille Music Translator to Integrate Blind Students into Music Classes.
Proceedings of the Proceeding of the 28th International Conference on Computers in Education, 2020

VRetorik: A Virtual Reality Video Game to Improve Public Speaking Skills.
Proceedings of the Proceeding of the 28th International Conference on Computers in Education, 2020

2019
Designing a VR game for public speaking based on speakers features: a case study.
Smart Learn. Environ., 2019

Emotions-Responsive Audiences for VR Public Speaking Simulators Based on the Speakers' Voice.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

ComunicArte: A Public Speaking Trainer in Virtual Reality.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes.
Multim. Tools Appl., 2018

The Courtesy of Spain: Theater for the New Generations.
Rev. Iberoam. de Tecnol. del Aprendiz., 2018

2017
Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study.
IEEE Trans. Learn. Technol., 2017

2016
An instrument to build a gamer clustering framework according to gaming preferences and habits.
Comput. Hum. Behav., 2016

Computers or Tablets? Choosing Devices for Educational Videogames.
Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications, 2016

2015
Building a Scalable Game Engine to Teach Computer Science Languages.
Rev. Iberoam. de Tecnol. del Aprendiz., 2015

Can educational video games increase high school students' interest in theatre?
Comput. Educ., 2015

2014
Are Serious Games Working as Expected?
Proceedings of the Emerging Issues in Smart Learning, 2014

A game engine to learn computer science languages.
Proceedings of the IEEE Frontiers in Education Conference, 2014

Serious games: A journey from research to application.
Proceedings of the IEEE Frontiers in Education Conference, 2014

2013
E-Learning Takes the Stage: From La Dama Boba to a Serious Game.
Rev. Iberoam. de Tecnol. del Aprendiz., 2013

Learning Analytics and Educational Games: Lessons Learned from Practical Experience.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013

Stanislavky's System as a Game Design Method: A Case Study.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

2004
Learning Objects Definition and Use in <e-aula>.
Proceedings of the EDUTECH, 2004

Designing a personalized E-learning experience using learning objects.
Proceedings of the IADIS International Conference WWW/Internet 2004, 2004


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