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Sidekick: A Tool for Helping Students Manage Behavior in Self-initiated Learning Scenarios.

, , , , and . Int. J. Distance Educ. Technol., 12 (4): 32-54 (2014)

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An implementation of affective adaptation in survival horror games., , , and . CIG, page 1-8. IEEE, (2014)Human motion analysis using expressions of non-separated accelerometer values as character strings., , , and . Artif. Life Robotics, 26 (2): 202-209 (2021)Reinforcement learning based metric filtering for evolutionary distance metric learning., , , , and . Intell. Data Anal., 24 (6): 1345-1364 (2020)An analysis of player affect transitions in survival horror games., , , , and . J. Multimodal User Interfaces, 9 (1): 43-54 (2015)Evolving subjective utilities: Prisoner's Dilemma game examples., , and . AAMAS, page 233-240. IFAAMAS, (2011)An Analysis Method of Traveling-Time Patterns Between Rooms from Entry and Exit Data of Office Workers., , , , , and . GCCE, page 300-303. IEEE, (2018)An architecture for identifying and using effective learning behavior to help students manage learning., , , , , and . AIED Workshops, volume 1009 of CEUR Workshop Proceedings, CEUR-WS.org, (2013)Two-Stage Reinforcement Learning Algorithm for Quick Cooperation in Repeated Games., , , and . Trans. Comput. Collect. Intell., (2018)Sidekick: A Tool for Helping Students Manage Behavior in Self-initiated Learning Scenarios., , , , and . Int. J. Distance Educ. Technol., 12 (4): 32-54 (2014)Modelling affective-based music compositional intelligence with the aid of ANS analyses., , , , , and . Knowl. Based Syst., 21 (3): 200-208 (2008)