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KCUBE: A Knowledge Graph University Curriculum Framework for Student Advising and Career Planning.

, , , , , , , , , and . ICBL, volume 13357 of Lecture Notes in Computer Science, page 358-369. Springer, (2022)

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2D character animating networks: bringing static characters to move via motion transfer., , , , and . SAC, page 196-203. ACM, (2019)Toward an Edu-Metaverse of Knowledge: Immersive Exploration of University Courses., , , , , , , , , and . IEEE Trans. Learn. Technol., 16 (6): 1096-1110 (December 2023)Applying fuzzy integral to performance evaluation in real time strategy game., , , , and . ICMLC, page 289-295. IEEE, (2012)Implement Virtual Reality Tour in Blended Learning., , , , , and . ICBL, volume 13357 of Lecture Notes in Computer Science, page 74-84. Springer, (2022)Curvable Image Markers: Toward Trackable Markers for Every Surface., , and . MoMM, volume 13634 of Lecture Notes in Computer Science, page 57-70. Springer, (2022)Intelligent Instructional Design via Interactive Knowledge Graph Editing., , , , , , , and . ICWL, volume 13869 of Lecture Notes in Computer Science, page 41-52. Springer, (2022)illumotion: An Optical-illusion-based VR Locomotion Technique for Long-Distance 3D Movement., , , , , and . VR, page 924-934. IEEE, (2024)KCUBE: A Knowledge Graph University Curriculum Framework for Student Advising and Career Planning., , , , , , , , , and . ICBL, volume 13357 of Lecture Notes in Computer Science, page 358-369. Springer, (2022)Tracking Stuffed Toy for Naturally Mapped Interactive Play via a Soft-Pose Estimator., , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI PLAY): 1-25 (2022)Apply different fuzzy integrals in unit selection problem of real time strategy game., , , , and . FUZZ-IEEE, page 170-177. IEEE, (2011)