145 results on '"Vairinhos, Mário"'
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2. IoT in Education: Using Open Data
3. Co-creation and Personalization of an Immersive Web Environment
4. An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender
5. Motivation to Learn in Immersive Web Environments: Pilot Study
6. Using Augmented Reality for Training Computer Workstation Ergonomic Issues: An Exploratory Project
7. Motivation to Learn in Immersive Web Environments: Pilot Study
8. Digital Storytelling by Women in Tech Communities
9. Virtual Reality Hippotherapy Simulator: A Model Proposal for Senior Citizens
10. Relevance of Typographic Factors in the Identification of Allergens in Food Labels
11. Digital Storytelling by Women in Tech Communities
12. Teachers’ perceptions about IoT technologies in school activities
13. Relevance of Typographic Factors in the Identification of Allergens in Food Labels
14. Internet of Things in Education: A Reflection from Fieldwork About Hypersituated Experience
15. Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame
16. Conceptualization of Hypersituation as Result of IoT in Education
17. Creative Process for Designing a Hybrid Game for Nutrition Education
18. VR 360º and its impact on the immersion of viewers of suspense AV content
19. Virtual and Augmented Reality Awareness Tools for Universal Design
20. The Power of the Internet of Things in Education: An Overview of Current Status and Potential
21. Proposal of a Tangible Interface to Enhance Seniors’ TV Experience: UX Evaluation of SIX
22. Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame
23. Ludic and Narrative Immersion in Virtual Reality Exposure Therapy to Animal Phobias: A Systematic Literature Review
24. Augmented Reality: Current and New Trends in Education
25. Increasing awareness and empathy among university students through immersive exercises – testing of the virtual reality application: A pilot study
26. Conceptualization of Hypersituation as Result of IoT in Education
27. The Drawing Collection : Porto School of Architecture
28. An Augmented Reality Application to Better Understand 3D Astronomy Concepts in the 7th Grade
29. The Virtual Reality in a Plastic Arts Museum : Amadeo de Souza-Cardoso Municipal Museum case
30. Women in tech empowerment, inclusion & education: : interdisciplinary study in Portuguese and Brazilian communities
31. Technofeminism: multi and transdisciplinary contemporary views of women in technology
32. Proposal of a Tangible Interface to Enhance Seniors’ TV Experience: UX Evaluation of SIX
33. Working on empathy with the use of extended reality scenarios: the Mr. UD project
34. Potenciar aprendizagens interdisciplinares com a Internet das Coisas: construção e utilização didática de dispositivos de baixo custo
35. Allergen.me – development of a universal code for the assessment of allergens presence in food products
36. STEAM City Kit: storytime with a hands-on maker touch
37. Home-Based Activities for Children with Speech Sound Disorders: Requirements for a Tangible User Interface for Internet of Things Artefacts
38. The Power of the Internet of Things in Education: An Overview of Current Status and Potential
39. The Drawing Collection
40. A Realidade Virtual num Museu de Artes plásticas caso Museu Municipal Amadeo de Souza-Cardoso.
41. Women in tech empowerment, inclusion & education: interdisciplinary study in Portuguese and Brazilian communities.
42. AUGMENTED REALITY TECHNOLOGY AS A STRATEGY TO PROMOTE ASTRONOMY LEARNING ON MIDDLE SCHOOL STUDENTS
43. Extended Reality in Education and Training: Case Studies in Management Education
44. Working on empathy with the use of extended reality scenarios: the Mr UD project
45. A Social Anxiety Mobile Intervention for College Students Attending Therapy: A Usability and Acceptability Study
46. O dinossauro Tozé-Rex
47. A Social Anxiety Mobile Intervention for College Students Attending Therapy: A Usability and Acceptability Study.
48. Working on empathy with the use of extended reality scenarios: the Mr. UD project
49. AUGMENTED REALITY FIRE SIMULATION IN CLASSROOM AND OFFICE ENVIRONMENT
50. STORYTELLING IN VR: HELPING CHILDREN WITH FEAR OF THE DARK
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