1981
XR and Creativity: Transformative Technologies for Good
  • ISSN: 2397-9704
  • E-ISSN: 2397-9712
Preview this article:

There is no abstract available.

Loading

Article metrics loading...

/content/journals/10.1386/vcr_00039_2
2021-06-01
2023-01-28
Loading full text...

Full text loading...

References

  1. Dey, A.,, Billinghurst, M.,, Lindeman, R. W., and Swan II, J. E.. ( 2018;), ‘ A systematic review of 10 years of augmented reality usability studies: 2005 to 2014. ’, Frontiers in Robotics and AI, 5, https://doi.org/10.3389/frobt.2018.00037. Accessed 25 May 2021.
    [Google Scholar]
  2. Horst, R., and Dorner, R.. ( 2018;), ‘ Opportunities for virtual and mixed reality knowledge demonstration. ’, in 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), Munich, Germany, 2018, pp. 38185, https://doi.org/10.1109/ISMAR-Adjunct.2018.00110. Accessed 25 May 2021.
    [Google Scholar]
  3. Liarokapis, F.,, Petridis, P.,, Andrews, D., and Freitas, S. D.. ( 2017;), ‘ Multimodal serious games technologies for cultural heritage. ’, in M. Ionnides,, N. Magnenat-Thalmann, and G. Papagiannakis. (eds), Mixed Reality and Gamification for Cultural Heritage, Springer;, pp. 37192.
    [Google Scholar]
  4. Matthews, B.,, See, Z. S., and Day, J.. ( 2020;), ‘ Crisis and extended realities: Remote presence in the time of COVID-19. ’, Media International Australia, 178:1, pp. 198209.
    [Google Scholar]
  5. Sherman, W., and Craig, A. B.. ( 2018), Understanding Virtual Reality: Interface, Application, and Design, , 2nd ed.., Morgan Kaufmann;.
    [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.1386/vcr_00039_2
Loading
  • Article Type: Editorial
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error