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TANGO: Transparent heterogeneous hardware Architecture deployment for eNergy Gain in Operation., , , , , , , , , и . CoRR, (2016)Bridging narrative and locality in mobile-based augmented reality educational activities: Effects of semantic coupling on students' immersion and learning gains., и . Int. J. Hum. Comput. Stud., (2021)Converging HPC, Big Data and Cloud Technologies for Precision Agriculture Data Analytics on Supercomputers., , , , , , , , , и 3 other автор(ы). ISC Workshops, том 12321 из Lecture Notes in Computer Science, стр. 368-379. Springer, (2020)On the Understanding of Students' Learning and Perceptions of Technology Integration in Low- and High-embodied Group Learning., , , и . CSCL, International Society of the Learning Sciences, (2019)Teacher Framing, Classroom Collaboration Scripts, and Help-Seeking and Help- Giving Behaviors., , , и . CSCL (1), стр. 272-279. International Society of the Learning Sciences, LuLu, Amazon, (2013)Container Orchestration on HPC Systems., , , , и . CLOUD, стр. 34-36. IEEE, (2020)"From Gamers into Environmental Citizens": A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental Citizenship., , , и . Multimodal Technol. Interact., 7 (8): 80 (2023)Container orchestration on HPC systems through Kubernetes., , , , , , , , и . J. Cloud Comput., 10 (1): 16 (2021)Collecting Ecologically Valid Data in Location-Aware Augmented Reality Settings: A Comparison of Three Data Collection Techniques., , , и . Int. J. Mob. Blended Learn., 11 (2): 78-95 (2019)Investigating Children's Immersion in a High-Embodied Versus Low-Embodied Digital Learning Game in an Authentic Educational Setting., , и . iLRN, том 1044 из Communications in Computer and Information Science, стр. 222-233. Springer, (2019)