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A usability evaluation of the Google Home with non-native English speakers using the system usability scale.. Int. J. Netw. Virtual Organisations, 26 (3): 172-194 (2022)Lessons Learned from the Gamified Solutions in Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People., , , , und . EAI Endorsed Trans. Serious Games, 4 (13): e3 (2017)Design and Development of an NLP-Based Mental Health Pre-screening Tool for Undergraduate Students in Thailand: A Usability Study., , , und . WIS, Volume 1626 von Communications in Computer and Information Science, Seite 46-60. Springer, (2022)Investigating the Role of User's English Language Proficiency in Using a Voice User Interface: A Case of Google Home Smart Speaker., und . CHI Extended Abstracts, ACM, (2019)Investigating Students' Engagement, Enjoyment, and Sociability in Virtual Reality-Based Systems: A Comparative Usability Study of Spatial.io, Gather.town, and Zoom., , , und . WIS, Volume 1626 von Communications in Computer and Information Science, Seite 140-157. Springer, (2022)Understanding University Students' Health Information Seeking Behaviours on Social Media During the COVID-19 Pandemic: A Developing Country Perspective., und . WIS, Volume 1626 von Communications in Computer and Information Science, Seite 94-111. Springer, (2022)Pre-studies on Using Digital Games for the Elderly's Physical Activities., , und . WIS, Volume 636 von Communications in Computer and Information Science, Seite 82-96. Springer, (2016)Benefits of exergame exercise on physical functioning of elderly people., , , , , , und . CogInfoCom, Seite 85-90. IEEE, (2017)A player engagement model for an augmented reality game: a case of pokémon go., und . OZCHI, Seite 11-15. ACM, (2016)Does culture matter?: understanding the impact of cultural contents in digital games on older people., und . OZCHI, Seite 607-611. ACM, (2017)