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Andreas Oikonomou
Title
Cited by
Cited by
Year
Serious games and edutainment applications
LC Jain
Springer, 2011
3262011
An investigation of the effects of game difficulty on player enjoyment
JT Alexander, J Sear, A Oikonomou
Entertainment computing 4 (1), 53-62, 2013
1272013
Using virtual reality to reduce stress at work
KD Thoondee, A Oikonomou
2017 computing conference, 492-499, 2017
512017
Emoecho: A tangible interface to convey and communicate emotions
K Woodward, E Kanjo, S Burton, A Oikonomou
Proceedings of the 2018 ACM International joint Conference and 2018 …, 2018
302018
Stereoscopic 3D in video games: A review of current design practices and challenges
N Mahoney, A Oikonomou, D Wilson
2011 16th International Conference on Computer Games (CGAMES), 148-155, 2011
282011
Innovations in serious games for future learning
M Ma, A Oikonomou, LC Jain
Serious games and edutainment applications, 3-7, 2011
282011
LabelSens: enabling real-time sensor data labelling at the point of collection using an artificial intelligence-based approach
K Woodward, E Kanjo, A Oikonomou, A Chamberlain
Personal and Ubiquitous Computing 24 (5), 709-722, 2020
262020
Using serious games to motivate children with cystic fibrosis to engage with mucus clearance physiotherapy
A Oikonomou, D Day
2012 Sixth International Conference on Complex, Intelligent, and Software …, 2012
252012
History and alternative game input methods
A Thorpe, M Ma, A Oikonomou
2011 16th International Conference on Computer Games (CGAMES), 76-93, 2011
252011
A study of how different game play aspects can affect the popularity of role-playing video games
M Horsfall, A Oikonomou
2011 16th International Conference on Computer Games (CGAMES), 63-69, 2011
232011
Smartphones at schools? Yes, why not?
P Kaimara, SM Poulimenou, A Oikonomou, I Deliyannis, A Plerou
European Journal of Engineering and Technology Research, 1-6, 2019
212019
Αn innovative transmedia-based game development method for inclusive education
P Kaimara, I Deliyannis, A Oikonomou, E Fokides, G Miliotis
Digital culture & education 13 (2), 129-162, 2021
202021
Serious Games for use in a Higher Education Environment.
F Liarokapis, EF Anderson, A Oikonomou
School of Computing and Information Technology, Wolverhampton University, 2010
202010
Pre-service teachers’ views about the use of digital educational games for collaborative learning
P Kaimara, E Fokides, A Oikonomou, I Deliyannis
Education and Information Technologies 27 (4), 5397-5416, 2022
162022
Waking up in the morning (WUIM): A smart learning environment for students with learning difficulties
P Kaimara, I Deliyannis, A Oikonomou, E Fokides
Technologies 9 (3), 50, 2021
142021
Second life as a learning and teaching environment for digital games education
M Ma, A Oikonomou, H Zheng
International Society for Presence Research, 2009
142009
Evaluating 2D and 3D serious games: The significance of student-player characteristics
P Kaimara, E Fokides, A Oikonomou, P Atsikpasi, I Deliyannis
Διάλογοι! Θεωρία και πράξη στις επιστήμες αγωγής και εκπαίδευσης 5, 36-56, 2019
132019
Value hierarchy of future subject teachers in Serbia in the context of Schwartz theory
M Marušić, A Oikonomou
Zbornik Instituta za pedagoška istraživanja 45 (2), 241-259, 2013
132013
HSMD: An object motion detection algorithm using a Hybrid Spiking Neural Network Architecture
P Machado, A Oikonomou, JF Ferreira, TM Mcginnity
IEEE Access 9, 125258-125268, 2021
112021
Breast self examination training through the use of multimedia: A benchmark multimedia development methodology for biomedical applications
A Oikonomou, SA Amin, A Todman, RNG Naguib
2001 Conference Proceedings of the 23rd Annual International Conference of …, 2001
112001
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