Search

Your search keyword '"Virtual environments and Gaming"' showing total 219 results

Search Constraints

Start Over You searched for: Descriptor "Virtual environments and Gaming" Remove constraint Descriptor: "Virtual environments and Gaming"
219 results on '"Virtual environments and Gaming"'

Search Results

1. Virtual Reality Conferencing: Multi-user immersive VR experiences on the web

2. Does playing the serious game B-SaFe! make citizens more aware of man-made and natural risks in their environment?

3. The game-based learning evaluation model (GEM): measuring the effectiveness of serious games using a standardised method

4. The effectiveness of three serious games measuring generic learning features

5. Serious gaming for adaptive decision making of military personnel

6. The effectiveness of three serious games measuring generic learning features

7. Serious gaming for adaptive decision making of military personnel

8. Agent-Based Personalisation and User Modeling for Personalised Educational Games

9. Agent-Based Personalisation and User Modeling for Personalised Educational Games

10. Guidelines and best practices for using Docker in support of HLA federations

11. Guidelines and best practices for using Docker in support of HLA federations

12. Systematic review of serious games for medical education and surgical skills training

13. Global intensity correction in dynamic scenes

14. Video games to engage boys and meet common core : A teacher’s guide

15. Mapping the demand for serious games in postgraduate medical education using the entrustable professional activities framework

16. Metastrategies in large-scale bargaining settings

17. The game-based learning evaluation model (GEM): measuring the effectiveness of serious games using a standardised method

18. Trainen met Gesimuleerde Mensen - Effectief Inzetten van Gedragsmodellen voor Militaire Training

19. Enhancing awareness on the benefits of supply chain visibility through serious gaming

20. Metastrategies in large-scale bargaining settings

21. Enhancing awareness on the benefits of supply chain visibility through serious gaming

22. Virtual Health Agents

23. Design and implementation of home-based virtual reality exposure therapy system with a virtual eCoach

24. Aansluiten bij de Toekomst

25. Aansluiten bij de Toekomst

26. Virtual Health Agents

27. Are you ready! To take early action? Embedding serious gaming into community managed DRR in Bangladesh

28. Validatie van educatieve games

29. Gaming leert Soedanese Kinderen rekenen

30. Vastlegging Ontwerpproces SynchroMania

31. Validatie van educatieve games

32. Synchro Mania - Design and evaluation of a serious game creating a mind shift in transport planning

33. Gaming leert Soedanese Kinderen rekenen

34. Mapping the demand for serious games in postgraduate medical education using the entrustable professional activities framework

35. Video games to engage boys and meet common core : A teacher’s guide

36. The role of pedagogy and continuous assessment in game-based learning

37. Training situational awareness to reduce surgical errors in the operating room

38. Design and implementation of home-based virtual reality exposure therapy system with a virtual eCoach

39. Vastlegging Ontwerpproces SynchroMania

40. The role of pedagogy and continuous assessment in game-based learning

41. Synchro Mania - Design and evaluation of a serious game creating a mind shift in transport planning

42. Training situational awareness to reduce surgical errors in the operating room

43. Trainen met gesimuleerde mensen : Effectief inzetten van gedragsmodellen voor militaire training

44. Design Rationale Behind the Serious Self-Regulation Game Intervention 'Balance-It': Overweight Prevention Among Secondary Vocational Education Students in the Netherlands

45. Metastrategies in large-scale bargaining settings

46. Are you ready! To take early action? Embedding serious gaming into community managed DRR in Bangladesh

47. Controlling Social Stress in Virtual Reality Environments

48. Gamification for low-literates: findings on motivation, user experience, and study design

49. GM-VV Part 3 – Implementation guidance for M&S projects and organizations

50. Serious gaming for complex decision making: Training approaches

Catalog

Books, media, physical & digital resources