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Measuring the perceived quality of an AR-based learning application: a multidimensional model.

, , and . Interact. Learn. Environ., 25 (4): 482-495 (2017)

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Evaluating the Motivational Value of an Augmented Reality System for Learning Chemistry., and . USAB, volume 5298 of Lecture Notes in Computer Science, page 31-42. Springer, (2008)A motivational model for Facebook acceptance by university students., , , and . RoCHI, page 21-24. Matrix Rom, (2015)Latent Profile Analysis in Health Research: A Case Study., , , , and . CSCS, page 649-654. IEEE, (2019)A case study in the usability evaluation of an online public service used by seniors., , , and . ECAI, page 1-4. IEEE, (2019)Usability evaluation of Tesys e-Learning platform., , , and . RoCHI, page 38-41. Matrix Rom, (2018)A case study of usability evaluation: the Center for Active Ageing website., , , and . RoCHI, page 61-64. Matrix Rom, (2017)Virtual worlds, real technologies: an insight into Metaverse and its principles., , , , , and . CSCS, page 551-556. IEEE, (2023)Measuring the Usability of Augmented Reality e-Learning Systems: A User-Centered Evaluation Approach., , and . ICSOFT (Selected Papers), volume 47 of Communications in Computer and Information Science, page 175-186. Springer, (2008)The social media impact on local e-government institutions in Romania., , and . RoCHI, page 87-90. Matrix Rom, (2017)Measuring the negative effects of the Facebook dependence on the students' university work., , , and . RoCHI, page 81-85. Matrix Rom, (2016)