Virtual reality and augmented reality in social learning spaces: a literature review A Scavarelli, A Arya, RJ Teather Virtual Reality 25, 257-277, 2021 | 152 | 2021 |
Vr collide! comparing collision-avoidance methods between co-located virtual reality users A Scavarelli, RJ Teather Proceedings of the 2017 CHI conference extended abstracts on human factors …, 2017 | 39 | 2017 |
Towards a framework on accessible and social VR in education A Scavarelli, A Arya, RJ Teather 2019 IEEE conference on virtual reality and 3D user interfaces (VR), 1148-1149, 2019 | 15 | 2019 |
Circles: exploring multi-platform accessible, socially scalable VR in the classroom A Scavarelli, A Arya, RJ Teather 2019 IEEE Games, Entertainment, Media Conference (GEM), 1-4, 2019 | 8 | 2019 |
An exploration of shape in crowd computer interactions A Scavarelli, A Arya Human-Computer Interaction: Interaction Technologies: 17th International …, 2015 | 2 | 2015 |
Cindr: A proposed framework for ethical systems in video games A Scavarelli, A Arya 2014 IEEE Games Media Entertainment, 1-5, 2014 | 2 | 2014 |
The reality of remote extended reality research: Practical case studies and taxonomy A Kroma, K Grinyer, A Scavarelli, E Samimi, S Kyian, RJ Teather Frontiers in Computer Science, 101, 2022 | | 2022 |
Crowd Shape as a Visual Feedback Mechanism in Human-Computer Interaction A Scavarelli Carleton University, 2015 | | 2015 |