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A fuzzy approach for ranking adaptation strategies in CLAM., , , и . SOCA, стр. 1-4. IEEE Computer Society, (2012)Specifying Data-Flow Requirements for the Automated Composition of Web Services., , и . SEFM, стр. 147-156. IEEE Computer Society, (2006)Generating Personalized Challenges to Enhance the Persuasive Power of Gamification., , и . PPT@PERSUASIVE, том 1833 из CEUR Workshop Proceedings, стр. 70-83. CEUR-WS.org, (2017)From Sustainable Mobility to Good Deeds: Supporting School Participation during COVID-19 Emergency through a Playful Education Platform., , , , и . IDC, стр. 80-86. ACM, (2021)Player Types and Player Behaviors: Analyzing Correlations in an On-the-field Gamified System., и . CHI PLAY (Companion), стр. 531-538. ACM, (2018)Automated synthesis of executable web service compositions from BPEL4WS processes., , , и . WWW (Special interest tracks and posters), стр. 1186-1187. ACM, (2005)Calibration of game dynamics for a more even multi-player experience., , , и . IUI, стр. 443-453. ACM, (2020)CAptEvo: Context-Aware Adaptation and Evolution of Business Processes., , , и . ICSOC Workshops, том 7221 из Lecture Notes in Computer Science, стр. 252-254. Springer, (2011)Lost in Gamification Design: A Scientometric Analysis., , , , , и . HCI (47), том 14730 из Lecture Notes in Computer Science, стр. 3-21. Springer, (2024)Gamified Tangible IoT for Education: Exploring Usability in SmartGame., , , , , , и . AVI, стр. 65:1-65:3. ACM, (2024)