39 results on '"Korkut, Safak"'
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2. Mobile-Sensing auf Smartphones für das Aufgabenmanagement im täglichen Leben
3. Digitalising qualitative social research? On the potential of digital features to enhance data collection in qualitative research: the example of a virtual reality serious game in a qualitative research project
4. User Experience and Usability: The Case of Augmented Reality
5. Increase Therapy Understanding and Medication Adherence for Patients with Inflammatory Skin Diseases Through Augmented Reality
6. Modeling the Instructional Design of a Language Training for Professional Purposes, Using Augmented Reality
7. Using Mobile Sensing on Smartphones for the Management of Daily Life Tasks
8. Increase Therapy Understanding and Medication Adherence for Patients with Inflammatory Skin Diseases Through Augmented Reality
9. Intuitive Hand Gestures for the Interaction with Information Visualizations in Virtual Reality
10. A Case Study: Assessing Effectiveness of the Augmented Reality Application in Augusta Raurica
11. User Experience and Usability: The Case of Augmented Reality
12. Using Mobile Sensing on Smartphones for the Management of Daily Life Tasks
13. Modeling the Instructional Design of a Language Training for Professional Purposes, Using Augmented Reality
14. Innovation Potential for Human Computer Interaction Domains in the Digital Enterprise
15. Prototype-Based Research on Immersive Virtual Reality and on Self-Replicating Robots
16. Digitalization: Yesterday, Today and Tomorrow
17. A Case Study: Assessing Effectiveness of the Augmented Reality Application in Augusta Raurica
18. Intuitive Hand Gestures for the Interaction with Information Visualizations in Virtual Reality
19. 305 Augmented reality supported medication adherence for patients with atopic dermatitis and psoriasis
20. Prototype-Based Research on Immersive Virtual Reality and on Self-Replicating Robots
21. Innovation Potential for Human Computer Interaction Domains in the Digital Enterprise
22. Digitalization: Yesterday, Today and Tomorrow
23. Gamification of Electronic Learning in Radiology Education to Improve Diagnostic Confidence and Reduce Error Rates
24. Investigating the Democracy Behavior of Swarm Robots in the Case of a Best-of-n Selection
25. Preface
26. Pattern Recognition for Automated Healthcare Assessment Using Non-invasive, Ambient Sensors
27. Innovative learning design: Experiences from gadget workshops in business informatics classes
28. Sensor-Based Tracking and Big Data Processing of Patient Activities in Ambient Assisted Living
29. Healthcare Assessment Questions Non-invasive Ambient Sensors
30. Innovative learning design: Experiences from gadget workshops in business informatics classes
31. Success Factors of Online Learning Videos
32. Tourney: A Game-Based Learning Approach for the Discovery of Uncommon Pathologies in Radiology.
33. The Impact of Lego® Models in Decision-Making Workshops.
34. Success factors of online learning videos
35. Customer Experience Modelling and Analysis Framework.
36. BioTourney: Gamifying a Biology Class by Applying a Content-Independent Learning Game Framework.
37. The Application of a Content Independent Game Framework in Higher Education.
38. Tourney – How to Gamify Learning With Design and Technology.
39. Gamification of Electronic Learning in Radiology Education to Improve Diagnostic Confidence and Reduce Error Rates.
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