All Stories

  1. Enhancing Multisensory Experience in CAVE Virtual Reality Through Olfactory Sensing
  2. From Pre-Rendered to Autonomous: A Systematic Review of AI-Driven Character Animation and Embodiment in Virtual Reality
  3. IMAGINE Personalities: Augmenting Digital Character Workflows Using Motion Capture, Wearable Sensors, and Live Coding
  4. AI-Enabled Cultural Experiences: A Comparison of Narrative Creation Across Different AI Models
  5. AI-Driven NPCs Enhancing Player Challenges and Skill Development in Games
  6. Sensing the Inside Out: An Embodied Perspective on Digital Animation Through Motion Capture and Wearables
  7. Correction: Theodoropoulos et al. Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences. Virtual Worlds 2023, 2, 162–181
  8. Collaboration Skills and Puzzles: Development of a Performance-Based Assessment—Results from 12 Primary Schools in Greece
  9. Temporality in Cultural Informatics
  10. Species' Citadel's Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum
  11. Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences
  12. Collaboration Skills in Educational Robotics: 3 years of research
  13. Participatory design and participatory debugging: Listening to students to improve computational thinking by creating games
  14. Effects of minimum content in cultural informatics
  15. VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games
  16. Game Design, Gender and Personalities in Programming Education
  17. A Virtual Ship Evacuation Serious Game: Assessment of Data and Passenger Training
  18. Digital Game-Based Learning and Computational Thinking in P-12 Education
  19. Turtle Heroes: Designing a Serious Game for a VR Interactive Tunnel
  20. A Guide for the Development of Game-Based Evacuation Simulators
  21. Towards a Framework for Adaptive Gameplay in Serious Games that Teach Programming: Association Between Computational Thinking and Cognitive Style
  22. ATMF: A Student-Centered Framework for the Effective Implementation of Alternative Teaching Methods for CSEd
  23. Digital Game-Based Learning and Computational Thinking in P-12 Education
  24. The Personality of the Influencers, the Characteristics of Qualitative Discussions and Their Analysis for Recommendations to Cultural Institutions
  25. Computing in the physical world engages students
  26. Linking sport team sponsorship to perceived switching cost and switching intentions
  27. Educational Robotics in the service of CSE
  28. How Do Different Cognitive Styles Affect Learning Programming? Insights from a Game-Based Approach in Greek Schools
  29. Students teach students: Alternative teaching in Greek secondary education