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The Impact of Gamification Factor in the Acceptance of Cybersecurity Awareness Augmented Reality Game (CybAR).

, , and . HCI (30), volume 12210 of Lecture Notes in Computer Science, page 16-31. Springer, (2020)

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Towards a Driving Training System to Support Cognitive Flexibility., , , and . PACIS, page 87. (2017)An Introduction to Person Re-identification with Generative Adversarial Networks., , and . CoRR, (2019)Using the SCORE software package to analyse novice computer graphics programming., , and . ITiCSE, page 118-122. ACM, (2011)Multi Facet Face Construction., and . ACPR (2), volume 12047 of Lecture Notes in Computer Science, page 362-370. Springer, (2019)Does Decision-Making Style Predict Individuals' Cybersecurity Avoidance Behaviour?, and . HCI (30), volume 12210 of Lecture Notes in Computer Science, page 32-50. Springer, (2020)Design and Evaluation of an Augmented Reality Game for Cybersecurity Awareness (CybAR)., and . Inf., 11 (2): 121 (2020)Connectivity Analysis of Functional Brain Networks in Using Multi-modal Human-Computer Interaction., and . ISD, ISEN Yncréa Méditerranée / Association for Information Systems, (2019)Factors Affecting Acceptance of a Mobile Augmented Reality Application for Cybersecurity Awareness., and . ICVARS, page 18-26. ACM, (2020)The Impact of Gamification Factor in the Acceptance of Cybersecurity Awareness Augmented Reality Game (CybAR)., , and . HCI (30), volume 12210 of Lecture Notes in Computer Science, page 16-31. Springer, (2020)Exploring Factors Affecting User's Cybersecurity Behaviour by Using Mobile Augmented Reality App (CybAR)., and . ICCAE, page 129-135. ACM, (2020)