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Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience.

, , , and . Comput. Hum. Behav., (2021)

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A decade of research and development on program animation: The Jeliot experience, , , , , , and . Journal of Visual Languages & Computing, 22 (5): 375 - 384 (2011)Automatic essay grading with probabilistic latent semantic analysis, , , and . EdAppsNLP 05: Proceedings of the second workshop on Building Educational Applications Using NLP, page 29--36. Morristown, NJ, USA, Association for Computational Linguistics, (2005)IT service management education in Tanzania: an organizational and grassroots-level perspective., , and . SIGITE Conference, page 99-104. ACM, (2012)Editorial: E-learning and Human-Computer Interaction: Exploring Design Synergies for more Effective Learning Experiences., , and . J. Educ. Technol. Soc., 9 (4): 1-2 (2006)Antisocial Behavior Corpus for Harmful Language Detection., , , , and . FedCSIS, page 261-265. (2013)The Human Resources Debt in Software Business - Towards a Research Roadmap., , , , and . WIS, volume 907 of Communications in Computer and Information Science, page 28-41. Springer, (2018)A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training?, , , , , and . CSEDU (1), page 616-627. SciTePress, (2019)Quantitizing Affective Data as Project Evaluation on the Use of a Mathematics Mobile Game and Intelligent Tutoring System., , , and . Informatics Educ., 18 (2): 375-402 (2019)Bridging Spaces: A Student Perspective on Designing for Remote Presence with 3D Holograms., , , , , , and . AfriCHI, page 249-253. ACM, (2023)Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience., , , and . Comput. Hum. Behav., (2021)