sample of publications
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articles
- Engaging educators in the ideation of scenarios for cross-reality game-based learning experiences. MULTIMEDIA TOOLS AND APPLICATIONS. 1-23. 2022
- Comparing Visual Representations of Collaborative Map Interfaces for Immersive Virtual Environments. IEEE Access. 10:55136-55150. 2022
- An empirical comparison of interaction styles for map interfaces in immersive virtual environments. MULTIMEDIA TOOLS AND APPLICATIONS. 79:35717-35738. 2020
- Designing and implementing interactive and realistic augmented reality experiences. Universal Access in the Information Society. 18:49-61. 2019
- Using a Google Glass-Based Classroom Feedback System to Improve Students to Teacher Communication. IEEE Access. 7:16837-16846. 2019
- Using combinatorial creativity to support end-user design of digital games. MULTIMEDIA TOOLS AND APPLICATIONS. 76:9073-9098. 2017
- Designing educational games through a conceptual model based on rules and scenarios. MULTIMEDIA TOOLS AND APPLICATIONS. 74:4535-4559. 2015
- Augmented Presentations: Supporting the Communication in Presentations by Means of Augmented Reality. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION. 30:829-838. 2014
- Analysing the Suitability of Virtual Worlds for Direct Instruction and Individual Learning Activities. International Journal of Distance Education Technologies. 12:38-51. 2014
- An augmented lecture feedback system to support learner and teacher communication. BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY. 44:616-628. 2013
- Envisioning the Transformative Role of IT in Lectures. Interaction Design and Architecture(s). 7-17. 2012
- Augmented lectures around the corner?. BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY. 42:76-78. 2011
- A Student-Centered Introductory Programming Course: The Cost of Applying Bologna Principles to Computer Engineering Education. INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION. 27:14-23. 2011
- A Meta-modeling based Approach for the Multi-Disciplinary Design of Web Educational Systems. JOURNAL OF UNIVERSAL COMPUTER SCIENCE. 15:1440-1454. 2009
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book chapters
- Virtual reality environments (VREs) for training and learning. In: Learning in a Digital World. SPRINGER. 195-211. 2019
- Modeling Games for Adaptive and Personalized Learning. In: The Future of Ubiquitous Learning. Springer Berlin / Heidelberg. 217-239. 2015
- A Virtual Environment for Learning Aiport Emergency Management Protocols. In: Universal Access in Human Computer Interaction: 5th Internaciontal Conference , UAHCI 2009, held as part of HCI International 2009 Part II, HCII 2009, San Diego, CA, USA, July 19-24. Part II, Intelligent and Ubsiquitous Iteraction Enviroments. SPRINGER VERLAG GMBH. 228-235. 2009
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conference contributions
- Exploring a Multi-Device Immersive Learning Environment. 1-3. 2022
- Investigating Augmented Reality Educational Games for Head-Mounted Devices. 1-6. 2021
- Welicit: A Wizard of Oz Tool for VR Elicitation Studies. 82-91. 2021
- Using Virtual Reality and Music in Cognitive Disability Therapy. 1-9. 2020
- "Magic flowerpot": An AR game for learning about plants 2019
- A Toolkit for Creating Cross-Reality Serious Games. 297-307. 2019
- Do low cost virtual reality devices support learning acquisition?: A comparative study of two different VR devices. 1-8. 2019
- A Virtual Reality Map Interface for Geographical Information Systems 2018
- Exploring Interaction Mechanisms for Map Interfaces in Virtual Reality Environments 2018
- The Immersive Bubble Chart: a Semantic and Virtual Reality Visualization for Big Data. 176-178. 2018
- The Utility of the GREM Model in Designing an Empirically Researched e-Learning Tool. 136-142. 2018
- A Comparative Study of Menus in Virtual Reality Environments. 294-299. 2017
- End-user prototyping of cross-reality environments. 173-182. 2017
- Agree Or Perish: A Crowd Controlled Augmented Reality Pervasive Game 2016
- Creating Interactive and Realistic Augmented Reality Experiences. 1-4. 2016
- Exploring the Benefits of Immersive End User Development for Virtual Reality. 450-462. 2016
- Inmersive End User Development for Virtual Reality. 346-347. 2016
- A Platform for Supporting the Development of Mixed Reality Environments for Educational Games. 537-548. 2015
- A scenario-based virtual environment for supporting emergency training. 597-601. 2014
- Exploring Interaction Possibilities in Educational Games: A Working Proposal. 640-641. 2014
- A Case of Use of Augmented Reality for Supporting Communication in Presentations. 102-110. 2013
- Uses of Augmented Reality for Supporting Educational Presentations. 426-428. 2013
- A Modular Approach to Support the Multidisciplinary Design of Educational Game Experiences. 560-567. 2012
- Combining Game Designs for Creating Adaptive and Personalized Educational Games. 559-568. 2012
- Designing Educational Games by Combining Other Game Designs. 218-222. 2012
- Safety Villages: An Educational Game for Raising Children's Awareness of Risks 2012
- An Augmented Reality Application to support Learning and to get Participant Feedback 2011
- Foreseeing the Transformative Role of IT in Lectures. 634-635. 2011
- Seeking Reusability of Computer Games Designs for Informal Learning. 455-459. 2011
- Seminars in Second Life: Teacher and Student Views 2011
- Evaluating the Runtime Adaptation of EML-Described Learning Processes. 413-417. 2008
- Integrando Perspectivas de Diseño para el Desarrollo de Sistemas Web de Tele-Educación 2008
- The Evaluation Within the Development and Deployment of IMS LD-Based Didactic Materials: The MD2 + Runtime Adaptation Approach 2008