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A Playful Affinity Space for Creative Research., , , , , и . Creativity & Cognition, стр. 107-110. ACM, (2015)SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild., , , , , , , , , и 2 other автор(ы). CoRR, (2019)Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID., , , , , , , , и . GALA, том 8605 из Lecture Notes in Computer Science, стр. 327-334. Springer, (2013)How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher Education., , , , , , и . WWW (Companion Volume), стр. 429-434. ACM, (2017)Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach., , , , и . GALA, том 9599 из Lecture Notes in Computer Science, стр. 452-460. Springer, (2015)Doing Useful Work Using Games.. GALA, том 8605 из Lecture Notes in Computer Science, стр. 316-323. Springer, (2013)SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild., , , , , , , , , и 3 other автор(ы). IEEE Trans. Pattern Anal. Mach. Intell., 43 (3): 1022-1040 (2021)The RAGE Software Portal: Toward a Serious Game Technologies Marketplace., , , , , , , , , и . GALA, том 11385 из Lecture Notes in Computer Science, стр. 277-286. Springer, (2018)A Virtual Agent Toolkit for Serious Games Developers., , , , , , , , и . CIG, стр. 1-7. IEEE, (2018)Value Propositions for Serious Games in Health and Well-Being., , , , , , , и . SGDA, том 7528 из Lecture Notes in Computer Science, стр. 150-157. Springer, (2012)