Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications

Author:

Argyriou Lemonia,Economou Daphne,Bouki Vassiliki,Doumanis Ioannis

Publisher

IEEE

Cited by 19 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos;International Journal of Computer Games Technology;2023-11-16

2. The Educational uses of 360o Videos and low-cost HMDs. Reflecting on the Results of Seven Projects;Technology, Knowledge and Learning;2023-06-30

3. The Mystery of Pandora;International Journal of Game-Based Learning;2023-05-19

4. SURVIVRS: Surround Video-Based Virtual Reality for Surgery Guidance;2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW);2023-03

5. Evaluating 360o Video's Learning Effectiveness and Experiences;International Journal of Smart Education and Urban Society;2022-02-18

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