Daphne Economou

Orcid: 0000-0003-0885-4011

According to our database1, Daphne Economou authored at least 56 papers between 1999 and 2024.

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Bibliography

2024
Guest editorial: Special issue on "disruption, innovation and resiliency in immersive learning".
Educ. Inf. Technol., September, 2024

Editorial: Immersive media in connected health - volume II.
Frontiers Digit. Health, 2024

2022
Doctoral Colloquium - Treasure Hunt AR for Enhancing Visiting Experience in Cultural Sites.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

Doctoral Colloquium - Artmaking: From a Hands-On Process to a VR Translation.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

Work-In-Progress - CrimOPS - Gamified Virtual Simulations for Authentic Assessment in Criminology.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

Work-in-progress-Gamifying the process of Learning Sign Language in VR.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

2021
Editorial: Immersive Media in Connected Health.
Frontiers Digit. Health, 2021

Work-in-Progress-WebXR to Support Student Wellbeing and Anxiety.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

Work-in-Progress-360-Degree Immersive Storytelling Video to Create Empathetic Response.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

Measuring and Comparing QoE of Hybrid VR Applications under Increased Network Load.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

2020
Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour.
Pers. Ubiquitous Comput., 2020

Exploring Immersive Technologies in Learning.
J. Univers. Comput. Sci., 2020

Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology.
J. Univers. Comput. Sci., 2020

Doctoral Colloquium - A Methodology to Evaluate the Use of Serious Games in Achieving Deep Learning: An Application for Andragogy in Human Resource Development.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

Evaluating the Impact of Multimodal Collaborative Virtual Environments on User's Spatial Knowledge and Experience of Gamified Educational Tasks.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

2019
Affective Communication between ECAs and Users in Collaborative Virtual Environments: The REVERIE European Parliament Use Case.
Multimodal Technol. Interact., 2019

The impact of multimodal collaborative virtual environments on learning: A gamified online debate.
Comput. Educ., 2019

Adaptive Hypermedia Driven Serious Game Design and Cognitive Style in School Settings: An Exploratory Study.
Proceedings of the Immersive Learning Research Network - 5th International Conference, 2019

Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes.
Proceedings of the Immersive Learning Research Network - 5th International Conference, 2019

2017
Virtual Environments and Advanced Interfaces.
Pers. Ubiquitous Comput., 2017

User experience evaluation of human representation in collaborative virtual environments.
Pers. Ubiquitous Comput., 2017

PhytoCloud: A Gamified Mobile Web Application to Modulate Diet and Physical Activity of Women with Breast Cancer.
Proceedings of the 30th IEEE International Symposium on Computer-Based Medical Systems, 2017

2016
Westminster Serious Games Platform (wmin-SGP) a tool for real-time authoring of roleplay simulations for learning.
EAI Endorsed Trans. Future Intell. Educ. Environ., 2016

Interdisciplinary and International Game Projects for Creative Learning.
Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, 2016

REVRLaw: An Immersive Way for Teaching Criminal Law Using Virtual Reality.
Proceedings of the Immersive Learning Research Network - Second International Conference, 2016

Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications.
Proceedings of the 15th International Conference on Ubiquitous Computing and 8th Communications and International Symposium on Cyberspace Safety and Security, 2016

2015
Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework.
Proceedings of the Workshop Proceedings of the 11th International Conference on Intelligent Environments, 2015

An Expert Review of REVERIE and its potential for game-based learning.
Proceedings of the Workshop Proceedings of the 11th International Conference on Intelligent Environments, 2015

Using Serious Games in Higher Education: Reclaiming the Learning Time.
Proceedings of the Workshop Proceedings of the 11th International Conference on Intelligent Environments, 2015

The REVERIE Human Representation Addresses Issues Related to Virtual Presence, Communication, and Interaction in Collaborative Virtual Environments.
Proceedings of the 15th IEEE International Conference on Computer and Information Technology, 2015

2011
Development Platforms for Mobile Applications: Status and Trends.
IEEE Softw., 2011

Electronic mobile guides: a survey.
Pers. Ubiquitous Comput., 2011

Mytilene E-guide: a multiplatform mobile application tourist guide exemplar.
Multim. Tools Appl., 2011

Explosive ordinance disposal: motion sensor simulator in nintendo wii.
Proceedings of the 29th ACM international conference on Design of communication, 2011

Cognitive theory of multimedia learning and learning videos design: the redundancy principle.
Proceedings of the 29th ACM international conference on Design of communication, 2011

3D environments with games characteristics for teaching history: the VRLerna case study.
Proceedings of the 29th ACM international conference on Design of communication, 2011

WMIN-MOBILE: A Mobile Learning Platform for Information and Service Provision.
Proceedings of the Mobile Wireless Middleware, Operating Systems, and Applications, 2011

Mobile Augmented Reality for Cultural Heritage.
Proceedings of the Mobile Wireless Middleware, Operating Systems, and Applications, 2011

2009
An innovative mobile electronic tourist guide application.
Pers. Ubiquitous Comput., 2009

2008
Cultural applications for mobile devices: Issues and requirements for authoring tools and development platforms.
ACM SIGMOBILE Mob. Comput. Commun. Rev., 2008

Improved batch fuzzy learning vector quantization for image compression.
Inf. Sci., 2008

Evaluation of Mobile Tourist Guides.
Proceedings of the Open Knowlege Society. A Computer Science and Information Systems Manifesto, 2008

Deploying Thick Mobile Clients Using Thin Client Architecture: A Case in Mobile Tourist Guides.
Proceedings of the Open Knowlege Society. A Computer Science and Information Systems Manifesto, 2008

2007
Multimedia Applications for Mobile Devices: Issues and Requirements for Authoring Tools and Development Platforms.
J. Mobile Multimedia, 2007

The technology landscape of wireless web.
Int. J. Mob. Commun., 2007

Increasing interactivity in IPTV using MPEG-21 descriptors.
Proceedings of the Artificial Intelligence and Innovations 2007: from Theory to Applications, 2007

2006
A novel method for the development of personalized mobile tourist applications.
Proceedings of the Fifth IASTED International Conference on Communication Systems and Networks, 2006

Status and trends of wireless web technologies.
Proceedings of the Fifth IASTED International Conference on Communication Systems and Networks, 2006

2005
Using Personal Digital Assistants (PDAs) to Enhance the Museum Visit Experience.
Proceedings of the Advances in Informatics, 2005

2002
Problem driven CVE technology development.
J. Netw. Comput. Appl., 2002

2001
The role of virtual actors in collaborative virtual environments for learning.
PhD thesis, 2001

User centred virtual actor technology.
Proceedings of the 2001 Conference on Virtual Reality, 2001

2000
Requirements elicitation for virtual actors in collaborative learning environments.
Comput. Educ., 2000

CVE Technology Development Based on Real World Application and User Needs.
Proceedings of the 9th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WETICE 2000), 2000

Choosing and using a driving problem for CVE technology development.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2000

1999
The Kahun project: CVE technology development based on real world application and user needs.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1999


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