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Zum Nutzen toolbasierter Wissensmanagementprozesse – am Fallbeispiel eines mittelständischen IT Dienstleisters

, , , , , and . BSOA/BCloud 2016: 11. Workshop Bewertungsaspekte service- und cloudbasierter Architekturen, (2016)

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Digital Maternity Records: Motivation, Acceptance, Requirements, Usability and Prototype Evaluation of an Interface for Physicians and Midwives., , , , , , , , , and . MuC, page 204-209. ACM, (2021)Collaborative Software Performance Engineering for Enterprise Applications., , , and . HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2017)Stereopsis Only: Validation of a Monocular Depth Cues Reduced Gamified Virtual Reality with Reaction Time Measurement., , , , and . IEEE Trans. Vis. Comput. Graph., 28 (5): 2114-2124 (2022)Incentive design and gamification for knowledge management, , , , and . Journal of Business Research, (February 2019)Assessing Personality Traits of Team Athletes in Virtual Reality., , , , , , , and . VR Workshops, page 101-108. IEEE, (2020)Exploring the Feasibility of EMG Based Interaction for Assessing Cognitive Capacity in Virtual Reality., , , , , and . EMBC, page 4953-4956. IEEE, (2018)Zum Nutzen toolbasierter Wissensmanagementprozesse – am Fallbeispiel eines mittelständischen IT Dienstleisters, , , , , and . BSOA/BCloud 2016: 11. Workshop Bewertungsaspekte service- und cloudbasierter Architekturen, (2016)The Stroop Room: A Virtual Reality-Enhanced Stroop Test., , , , , , and . VRST, page 28:1-28:12. ACM, (2019)Hess Screen Revised: How Eye Tracking and Virtual Reality change Strabismus Assessment., , , , , and . EMBC, page 2058-2062. IEEE, (2021)The Impact of Avatar Appearance, Perspective and Context on Gait Variability and User Experience in Virtual Reality., , , , , and . VR, page 326-335. IEEE, (2021)