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Vicente A González

Biographic Data

ID6730537
NAMEVicente A González
GIVEN NAMESVicente A
FAMILY NAMEGonzález
SIGNATUREGONZÁLEZ V A
AFFILIATIONSUniversity of Auckland
ORCID0000-0003-3408-3863
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS0
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2025
H-INDEX0
  • More than a place to eat

    Open Access•Guillermo Marini, C Lorca et al.•ARTICLE•Visual Communication•2025•References: 2

    This visual essay portrays the historical development of an invisibilized space in Chilean schools: the dining hall. By analysing eight archive-based figures and one food-related poster from the early 20th century to the 21st century, the essay calls into question the relationships between visual aesthetics and educational policies. The authors argue that this typically unnoticed space can help problematize peculiar features of the visual culture…

  • A sequence analysis of behaviors in immersive virtual reality for indoor earthquake and post-earthquake evacuation

    Open Access•Zhenan Feng, Vicente A González et al.•ARTICLE•International Journal of Disaster…•2022

  • Improving post-earthquake evacuation preparedness for deaf and hard of hearing children

    Open Access•Isra Abdulhalim, Carol Mutch et al.•ARTICLE•International Journal of Disaster…•2021

  • Instructional mechanisms in immersive virtual reality serious games

    Open Access•Zhenan Feng, Vicente A González et al.•ARTICLE•Journal of Computer Assisted…•2021

    Children are vulnerable in earthquakes, but they are also essential to foster earthquake‐resilient communities. It is critical to enhance the preparedness of children against earthquakes through effective education and training. Immersive virtual reality (IVR) and serious games (SGs) are innovative digital technologies that enable realistic and engaging training environments. However, little research has been made on the applications of IVR SGs f…

  • Performance of the supply chains for New Zealand prefabricated house-building

    Open Access•Rehan Masood, James B P Lim et al.•ARTICLE•Sustainable Cities and Society•2021

  • Immersive virtual reality serious games for evacuation training and research

    Open Access•Zhenan Feng, Vicente A González et al.•ARTICLE•Computers & Education•2018

No prominent works on this page.

  • Immersive virtual reality serious games for evacuation training and research

    Open Access•Zhenan Feng, Vicente A González et al.•ARTICLE•Computers & Education•2018

  • Improving post-earthquake evacuation preparedness for deaf and hard of hearing children

    Open Access•Isra Abdulhalim, Carol Mutch et al.•ARTICLE•International Journal of Disaster…•2021

  • Instructional mechanisms in immersive virtual reality serious games

    Open Access•Zhenan Feng, Vicente A González et al.•ARTICLE•Journal of Computer Assisted…•2021

    Children are vulnerable in earthquakes, but they are also essential to foster earthquake‐resilient communities. It is critical to enhance the preparedness of children against earthquakes through effective education and training. Immersive virtual reality (IVR) and serious games (SGs) are innovative digital technologies that enable realistic and engaging training environments. However, little research has been made on the applications of IVR SGs f…

  • Performance of the supply chains for New Zealand prefabricated house-building

    Open Access•Rehan Masood, James B P Lim et al.•ARTICLE•Sustainable Cities and Society•2021

  • A sequence analysis of behaviors in immersive virtual reality for indoor earthquake and post-earthquake evacuation

    Open Access•Zhenan Feng, Vicente A González et al.•ARTICLE•International Journal of Disaster…•2022

  • More than a place to eat

    Open Access•Guillermo Marini, C Lorca et al.•ARTICLE•Visual Communication•2025•References: 2

    This visual essay portrays the historical development of an invisibilized space in Chilean schools: the dining hall. By analysing eight archive-based figures and one food-related poster from the early 20th century to the 21st century, the essay calls into question the relationships between visual aesthetics and educational policies. The authors argue that this typically unnoticed space can help problematize peculiar features of the visual culture…

Computer Science (3 works) · Virtual Reality Applications and Impacts (3 works) · Applied Psychology (2 works) · Business (2 works) · Engineering (2 works) · Human–computer interaction (2 works) · Preparedness (2 works) · Psychology (2 works) · Sociology (2 works) · Virtual reality (2 works)

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