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Weitere Publikationen von Autoren mit dem selben Namen

Container orchestration on HPC systems through Kubernetes., , , , , , , , und . J. Cloud Comput., 10 (1): 16 (2021)Investigating Children's Immersion in a High-Embodied Versus Low-Embodied Digital Learning Game in an Authentic Educational Setting., , und . iLRN, Volume 1044 von Communications in Computer and Information Science, Seite 222-233. Springer, (2019)Investigating the Coupling of Narrative and Locality in Augmented Reality Educational Activities: Effects on Students' Immersion and Learning Gains., und . ICLS, International Society of the Learning Sciences, (2018)Investigating Students' Motivation and Cultural Heritage Learning in a Gamified Versus Non-gamified VR Environment., , , , und . IMET, Seite 41-44. Eurographics, (2023)Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom., , und . Multimodal Technol. Interact., 3 (4): 68 (2019)Towards a Multi-objective Scheduling Policy for Serverless-based Edge-Cloud Continuum., , , , , und . CCGrid, Seite 485-497. IEEE, (2023)TANGO: Transparent heterogeneous hardware Architecture deployment for eNergy Gain in Operation., , , , , , , , , und . CoRR, (2016)Teacher Framing, Classroom Collaboration Scripts, and Help-Seeking and Help- Giving Behaviors., , , und . CSCL (1), Seite 272-279. International Society of the Learning Sciences, LuLu, Amazon, (2013)On the Understanding of Students' Learning and Perceptions of Technology Integration in Low- and High-embodied Group Learning., , , und . CSCL, International Society of the Learning Sciences, (2019)Container Orchestration on HPC Systems., , , , und . CLOUD, Seite 34-36. IEEE, (2020)