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TecCOMFrame: Developing Prototype Technical Communication Curricula., , , , , , , , , и . ProComm, стр. 69-73. IEEE, (2018)Relevanz und messung von sense of community im virtuellen kontext., , , и . GI-Jahrestagung, том P-192 из LNI, стр. 225. GI, (2011)Einblicke in den interaktiven Zusammenhang zwischen Wissensmanagement und Unternehmenskultur., и . Wissensmanagement, том P-182 из LNI, стр. 262-272. GI, (2011)TecCOMFrame: A competence framework for technical communication., , , , , , , , , и . ProComm, стр. 1-5. IEEE, (2017)Virtual Worlds as Collaborative Innovation and Knowledge Platform., , , , и . HICSS, стр. 1003-1012. IEEE Computer Society, (2012)Game of TUK: deploying a large-scale activity-boosting gamification project in a university context., , , , , и . MuC, стр. 169-172. ACM, (2020)Approximate Computing in Critical Applications: ECG Arrhythmia Classification., , , , и . MOCAST, стр. 1-4. IEEE, (2023)Emotionale Gestaltung multimedialer Lernumgebungen: der Einfluss visueller Ästhetik und Usability auf affektives Erleben, Motivation und Lernerfolg.. University of Erfurt, Germany, (2018)