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Virtual Worlds as Collaborative Innovation and Knowledge Platform.

, , , , and . HICSS, page 1003-1012. IEEE Computer Society, (2012)

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Relevanz und messung von sense of community im virtuellen kontext., , , and . GI-Jahrestagung, volume P-192 of LNI, page 225. GI, (2011)The Rich Domain of Ambiguity Explored., , , and . Manag. Sci., 64 (7): 3227-3240 (2018)TecCOMFrame: Developing Prototype Technical Communication Curricula., , , , , , , , , and . ProComm, page 69-73. IEEE, (2018)Emotional design in multimedia learning: Differentiation on relevant design features and their effects on emotions and learning., , and . Comput. Hum. Behav., (2015)Einblicke in den interaktiven Zusammenhang zwischen Wissensmanagement und Unternehmenskultur., and . Wissensmanagement, volume P-182 of LNI, page 262-272. GI, (2011)TecCOMFrame: A competence framework for technical communication., , , , , , , , , and . ProComm, page 1-5. IEEE, (2017)Game of TUK: deploying a large-scale activity-boosting gamification project in a university context., , , , , and . MuC, page 169-172. ACM, (2020)Approximate Computing in Critical Applications: ECG Arrhythmia Classification., , , , and . MOCAST, page 1-4. IEEE, (2023)Virtual Worlds as Collaborative Innovation and Knowledge Platform., , , , and . HICSS, page 1003-1012. IEEE Computer Society, (2012)Emotionale Gestaltung multimedialer Lernumgebungen: der Einfluss visueller Ästhetik und Usability auf affektives Erleben, Motivation und Lernerfolg.. University of Erfurt, Germany, (2018)