Daniel Riha
Cited by
Cited by
Single-centre study of hip fractures in Prague, Czech Republic, 1997–2007
J Skála-Rosenbaum, J Bartoníček, D Říha, P Waldauf, V Džupa
International orthopaedics 35 (4), 587-593, 2011
Internal fixation of pertrochanteric fractures using DHS with a two-hole side-plate
D Říha, J Bartoníček
International orthopaedics 34 (6), 877-882, 2010
Digital memories: Exploring critical issues
A Maj, D Riha
Inter-Disciplinary Press, 2009
Subsequent contralateral hip fractures: can at-risk patients be identified? An observational study of 5,102 patients
J Skála-Rosenbaum, V Džupa, R Bartoška, D Říha, P Waldauf, V Báča
International orthopaedics 39 (4), 755-760, 2015
New media and the politics of online communities
A Mousoutzanis, D Riha
BRILL, 2020
Exploring the pathways of adaptation: Avatar 3D animation procedures and virtual reality arenas in research of human courtship behaviour and sexual reactivity in psychological …
J Binter, K Klapilová, T Zikánová, T Nilsson, K Bártová, L Krejčová, ...
Virtual worlds: The virtual reality and augmented reality intersections, 35-44, 2016
The Real and the Virtual: Critical Issues in Cybercultures
D Riha, A Maj
BRILL, 2020
Cutscenes in Computer Games as an Information System
D Říha
International Conference of Design, User Experience, and Usability, 661-668, 2014
The 3-D virtual library as a value-added library service
D Riha
Emerging Practices in Cyberculture and Social Networking, 119-134, 2010
Use of Virtual Reality and Human-Computer Interface for Diagnostic and Treatment Purposes in Human Sexuality Research
D Říha, K Bártová, J Binter
International Conference of Design, User Experience, and Usability, 294-305, 2016
Frontiers of Cyberspace
D Riha
Rodopi, 2012
The development of visual literacy in art education
J Vancat, D Riha
Retrieved April 9, 2012
Emerging Practices in Cyberculture and Social Networking
D Riha, A Maj
Rodopi, 2010
A Warning: Potential Damages Induced by Playing XR Games
J Binter, D Říha, H Prossinger
International Conference on Human-Computer Interaction, 260-270, 2020
Machinima, Creative Software and Education for Creativity
D Riha
Cybercultures, 29-43, 2012
Interactive 3-D Documentary as Serious Videogame
D Riha
Frontiers of Cyberspace, 173-190, 2012
Gamespace as Knowledge Space
D Riha
Videogames Studies: Concepts, Cultures, and Communication, 121-129, 2011
Using Neural-Network-Driven Image Recognition Software to Detect Emotional Reactions in the Face of a Player While Playing a Horror Video Game
H Prossinger, J Binter, T Hladký, D Říha
International Conference on Human-Computer Interaction, 258-265, 2021
Visual Analysis of Emotions Using AI Image-Processing Software: Possible Male/Female Differences between the Emotion Pairs “Neutral”–“Fear” and “Pleasure”–“Pain”
H Prossinger, T Hladky, J Binter, S Boschetti, D Riha
The 14th PErvasive Technologies Related to Assistive Environments Conference …, 2021
The Picture-Sign in the Era of Picture Elements Proliferation
J Vančát, D Říha
Tracing Behind the Image, 95-102, 2020
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