Virtual Reality

, Volume 22, Issue 2, pp 89–90 | Cite as

Editorial for special issue on interactive virtual environments for serious games

S.I. : VR and AR Serious Games
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References

  1. Bruno F, Barbieri L, Lagudi A, Cozza M, Cozza A, Peluso R, Muzzupappa M (2017) Virtual dives into the underwater archaeological treasures of South Italy. Virtual Real.  https://doi.org/10.1007/s10055-017-0318-z Google Scholar
  2. Jiang M, Lan W, Chang J, Dodwell M, Kekins J, Yang HJ, Tong RF, Zhang JJ (2018) A game prototype for understanding the safety issues of a lifeboat launch. Virtual Real.  https://doi.org/10.1007/s10055-018-0334-7 Google Scholar
  3. Kerous B, Skola F, Liarokapis F (2017) EEG-based BCI and video games: a progress report. Virtual Real.  https://doi.org/10.1007/s10055-017-0328-x Google Scholar
  4. Koutsabasis P, Vosinakis S (2017) Kinesthetic interactions in museums: conveying cultural heritage by making use of ancient tools and (re-) constructing artworks. Virtual Real.  https://doi.org/10.1007/s10055-017-0325-0 Google Scholar
  5. Liang H, Deng S, Chang J, Zhang JJ, Chen C, Tong R (2018) Semantic framework for interactive animation generation and its application in virtual shadow play performance. Virtual Real.  https://doi.org/10.1007/s10055-018-0333-8 Google Scholar

Copyright information

© Springer-Verlag London Ltd., part of Springer Nature 2018

Authors and Affiliations

  1. 1.Masaryk UniversityBrnoCzech Republic
  2. 2.Universitat Ramon LlullBarcelonaSpain

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