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The Open Innovation Exchange Platform: Experiences of Implementing a Business Community Engagement Platform for Channeling IP Development and Collaboration with Local Businesses.

, , , , , , , , and . ICEBE, page 118-125. IEEE Computer Society, (2013)

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Serious Gaming for Behavior Change: The State of Play., , , and . IEEE Pervasive Computing, 12 (3): 48-55 (2013)The Open Innovation Exchange Platform: Experiences of Implementing a Business Community Engagement Platform for Channeling IP Development and Collaboration with Local Businesses., , , , , , , , and . ICEBE, page 118-125. IEEE Computer Society, (2013)Perceptually-Oriented Interest Management In Large-Scale Networked Virtual Environments., and . TPCG, page 83-89. Eurographics Association, (2005)Levels of Interaction: A User-Guided Experience in Large-Scale Virtual Environments., , , , , , , and . VS-GAMES, page 87-90. IEEE Computer Society, (2010)Prototyping a Cognitive Assessment System to Enrich the Virtualization of Collaborative Learning., , , , , and . CISIS, page 373-378. IEEE Computer Society, (2013)E-commerce transactions in a virtual environment: virtual transactions., , , , , and . Electron. Commer. Res., 12 (3): 379-407 (2012)Spotlight Interest Management for Distributed Virtual Environments., and . IPT/EGVE, page 119-126. Eurographics Association, (2008)Assessing NeuroSky's Usability to Detect Attention Levels in an Assessment Exercise., , , , , , and . HCI (1), volume 5610 of Lecture Notes in Computer Science, page 149-158. Springer, (2009)Facilitating Intuitive-Guided Learning in a Serious Game through Integration with a Learning Content Management System., , , , and . CISIS, page 265-272. IEEE Computer Society, (2014)Levels of Interaction (LoI): A Model for Scaffolding Learner Engagement in an Immersive Environment., , , , , and . Intelligent Tutoring Systems (2), volume 6095 of Lecture Notes in Computer Science, page 393-395. Springer, (2010)