Serious games and edutainment applications LC Jain Springer, 2011 | 326 | 2011 |
An investigation of the effects of game difficulty on player enjoyment JT Alexander, J Sear, A Oikonomou Entertainment computing 4 (1), 53-62, 2013 | 127 | 2013 |
Using virtual reality to reduce stress at work KD Thoondee, A Oikonomou 2017 computing conference, 492-499, 2017 | 51 | 2017 |
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 | 30 | 2018 |
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 | 28 | 2011 |
Innovations in serious games for future learning M Ma, A Oikonomou, LC Jain Serious games and edutainment applications, 3-7, 2011 | 28 | 2011 |
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 | 26 | 2020 |
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 | 25 | 2012 |
History and alternative game input methods A Thorpe, M Ma, A Oikonomou 2011 16th International Conference on Computer Games (CGAMES), 76-93, 2011 | 25 | 2011 |
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 | 23 | 2011 |
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 | 21 | 2019 |
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 | 20 | 2021 |
Serious Games for use in a Higher Education Environment. F Liarokapis, EF Anderson, A Oikonomou School of Computing and Information Technology, Wolverhampton University, 2010 | 20 | 2010 |
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 | 16 | 2022 |
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 | 14 | 2021 |
Second life as a learning and teaching environment for digital games education M Ma, A Oikonomou, H Zheng International Society for Presence Research, 2009 | 14 | 2009 |
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 | 13 | 2019 |
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 | 13 | 2013 |
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 | 11 | 2021 |
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 | 11 | 2001 |