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Managing Emotional Requirements in a Context-Aware Mobile Application for Tourists.

, , and . Int. J. Interact. Mob. Technol., 12 (2): 177-196 (2018)

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Viable and portable architecture for pervasive learning spaces., , , and . MUM, page 1. ACM, (2010)Investigating Network Performance of a Multi-user Virtual Reality Environment for Mining Education., , and . IMCOM, page 1-8. IEEE, (2021)Tools for Teaching Mining Students in Virtual Reality based on 360° Video Experiences., , , , , , , , , and 5 other author(s). VR Workshops, page 455-459. IEEE, (2020)Using Unity 3D to facilitate mobile augmented reality game development., , , , , and . WF-IoT, page 21-26. IEEE Computer Society, (2014)Designing a Game for Learning Math by Composing: A Finnish Primary School Case., , , , and . ICALT, page 136-138. IEEE Computer Society, (2017)Uncovering the Richness of an Authentic Living Museum through Pervasive Learning Environment., , , and . ICALT, page 655-657. IEEE Computer Society, (2009)Integrating parson's programming puzzles into a game-based mobile learning application., , and . Koli Calling, page 158-162. ACM, (2017)Refreshing contextualised IT curriculum with a pervasive game project in Tanzania., and . Koli Calling, page 66-75. ACM, (2011)A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned., , , , and . IEEE Trans. Games, 12 (4): 386-397 (2020)Activity Recognition on Smartphones via Sensor-Fusion and KDA-Based SVMs., , , and . Int. J. Distributed Sens. Networks, (2014)