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Lizbeth Goodman
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2020 – today
- 2023
- [j2]Zi Siang See, Susan Ledger, Lizbeth Goodman, Benjamin Matthews, Donovan Jones, Shanna M. Fealy, Wooi Har Ooi, Manisha Amin:
Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation. J. Inf. Technol. Educ. Innov. Pract. 22: 67-90 (2023) - 2022
- [c18]Eva Murphy, Lizbeth Goodman:
Unintended Consequences when the Engineering Design Team is Noninclusive: An Exploration of the Literature. EDUCON 2022: 733-738
2010 – 2019
- 2019
- [c17]Silvia Baldiris, Laura Mancera, Levintón Licona, Cecilia Ávila, Jorge Bacca, Yurgos Politis, Lizbeth Goodman, Jutta Treviranus:
Promoting Inclusion Using OER in Vocational Education and Training Programs. ICWL 2019: 241-249 - [c16]Donovan Jones, Zi Siang See, Mark Billinghurst, Lizbeth Goodman, Shanna M. Fealy:
Extended Reality for Midwifery Learning: MR VR Demonstration. VRCAI 2019: 61:1-61:2 - [c15]Zi Siang See, Una Rey, Faye Neilson, Michael Cuneo, Alexander Barnes-Keoghan, Luke O'Donnell, Donovan Jones, Lizbeth Goodman, Sarah Johnson:
Sodeisha Sculptural Ceramics: Digitalization and VR Interaction. VRCAI 2019: 68:1-68:2 - 2018
- [c14]Lizbeth Goodman, Camille Baker, Nick Bryan-Kinns, Yongmeng Wu, Sankun Liu:
WEAR Sustain Network: Ethical and Sustainable Technology Innovation in Wearables and Etextiles. GEM 2018: 1-9 - [c13]Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman:
MOOC for AR VR Training. GEM 2018: 1-9 - 2017
- [j1]Yurgos Politis, Nigel Robb, Anita Yakkundi, Karola Dillenburger, Nicola Herbertson, Beth Charlesworth, Lizbeth Goodman:
People with Disabilities Leading the Design of Serious Games and Virtual Worlds. Int. J. Serious Games 4(2) (2017) - [c12]Anita Yakkundi, Karola Dillenburger, Lizbeth Goodman, Katerina Dounavi:
User Centered Reading Intervention for Individuals with Autism and Intellectual Disability. AAATE Conf. 2017: 249-256 - [c11]Nigel Robb, Michael Leahy, Connie Sung, Lizbeth Goodman:
Multisensory Participatory Design for Children with Special Educational Needs and Disabilities. IDC 2017: 490-496 - [c10]Frank Gleeson, Lizbeth Goodman, Vincent Hargaden, Paul Coughlan:
Improving worker productivity in advanced manufacturing environments. ICE/ITMC 2017: 297-304 - [c9]Bo Zhang, Nigel Robb, Lizbeth Goodman:
Emerging Educational Technologies for Cross-Cultural Collaboration: Current Perspectives and Future Directions. SimuTools 2017: 98-102 - [c8]Çagri Çubukçu, Bo Wang, Lizbeth Goodman, Eleni E. Mangina:
Gamification for Teaching Java. SimuTools 2017: 120-130 - [c7]Aviva Cohen, Lizbeth Goodman, Shane Keaveney, Colin Keogh, Karola Dillenburger:
Sustaining a caring relationship at a distance: Can haptics and 3D technologies overcome the deficits in 2D direct synchronous video based communication? VSMM 2017: 1-6 - [c6]Lizbeth Goodman, Reinhard Schäler, Padraig Schaler:
Life and living: Co-designing real and virtual spaces for survivors of severe Acquired Brain Injury (sABI). VSMM 2017: 1-4 - [c5]Anita Yakkundi, Karola Dillenburger, Lizbeth Goodman:
An inclusive reading programme for individuals with autism and intellectual disability using multi-media: Application of behaviour analysis and Headsprout early reading programme. VSMM 2017: 1-5 - [e1]Lizbeth Goodman, Alonzo C. Addison:
23rd International Conference on Virtual System & Multimedia, VSMM 2017, Dublin, Ireland, October 31 - Nov. 4, 2017. IEEE 2017, ISBN 978-1-5386-4494-2 [contents] - 2016
- [c4]Lizbeth Goodman:
Visualisation meets assistive tech: VR, AR, digital materialisation and the tools for imagining and supporting the full potential of human communication. VSMM 2016: 1-9 - [c3]Lynne Heller, Lizbeth Goodman:
What do avatars want now? Posthuman embodiment and the technological sublime. VSMM 2016: 1-4 - [c2]Eleni E. Mangina, Evan O'Keeffe, Joe Eyerman, Lizbeth Goodman:
Drones for live streaming of visuals for people with limited mobility. VSMM 2016: 1-6 - [c1]Bo Zhang, Steve Benton, Will Pearson, Julie LeMoine, Nicola Herbertson, Huw Williams, Lizbeth Goodman:
Playing 3D: Digital technologies and novel 3d virtual environments to support the needs of Chinese learners in western education: Cross-cultural collaboration, gamification, well-being and social inclusion. VSMM 2016: 1-9
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