Pejman Sajjadi
Orcid: 0000-0001-8761-7705
According to our database1,
Pejman Sajjadi
authored at least 30 papers
between 2014 and 2024.
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Bibliography
2024
Preventing users from going down rabbit holes of extreme video content: A study of the role played by different modes of autoplay.
Int. J. Hum. Comput. Stud., 2024
2023
Frontiers Comput. Sci., 2023
2022
Frontiers Comput. Sci., 2022
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to.
Entertain. Comput., 2022
2021
Move The Object or Move The User: The Role of Interaction Techniques on Embodied Learning in VR.
Frontiers Virtual Real., 2021
HMD Type and Spatial Ability: Effects on the Experiences and Learning of Students in Immersive Virtual Field Trips.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2021
Place-Based Learning Through a Proxy - Variations in the Perceived Benefits of a Virtual Tour.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021
Influence of HMD Type and Spatial Ability on Experiences and Learning in Place-based Education.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021
2020
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020
Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020
The Effect of Virtual Agent Gender and Embodiment on the Experiences and Performance of Students in Virtual Field Trips.
Proceedings of the IEEE International Conference on Teaching, 2020
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020
Fostering Penetrative Thinking in Geosciences Through Immersive Experiences: A Case Study in Visualizing Earthquake Locations in 3D.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020
2019
TrueBiters, an educational game to practice the truth tables of propositional logic: Development, evaluation, and lessons learned.
Smart Learn. Environ., 2019
A personality-based emotional model for embodied conversational agents: Effects on perceived social presence and game experience of users.
Entertain. Comput., 2019
Development and Evaluation of an Educational Game to Practice the Truth Tables of Logic.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019
For the Many, Not the One: Designing Low-Cost Joint VR Experiences for Place-Based Learning.
Proceedings of the Virtual Reality and Augmented Reality, 2019
2018
On the Effect of a Personality-Driven ECA on Perceived Social Presence and Game Experience in VR.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018
2016
Evidence-Based Mapping between the Theory of Multiple Intelligences and Game Mechanics for the Purpose of Player-Centered Serious Game Design.
Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications, 2016
On the Impact of the Dominant Intelligences of Players on Learning Outcome and Game Experience in Educational Games: The TrueBiters Case.
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
Exploring the Relation Between Game Experience and Game Mechanics for Bodily-Kinesthetic Players.
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
2015
Proceedings of the 11th Asia-Pacific Conference on Conceptual Modelling, 2015
2014
Proceedings of the Games for Training, Education, Health and Sports, 2014
Maze commander: a collaborative asynchronous game using the oculus rift & the sifteo cubes.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014