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1. Aligning Actions and Walking to LLM-Generated Textual Descriptions

3. Patterns of protection, infection, and detection: Country-level effectiveness of COVID 19 vaccination in reducing mortality worldwide

5. From social netizens to data citizens: variations of GDPR awareness in 28 European countries

7. Examining distrust of science and scientists: A study on ideology and scientific literacy in the European Union.

8. Mapping Cyber-Financial Risk Profiles: Implications for European Cybersecurity and Financial Literacy.

10. Intelligent Tutoring Systems for Psychomotor Training – A Systematic Literature Review

11. AI Leads, Cybersecurity Follows: Unveiling Research Priorities in Sustainable Development Goal-Relevant Technologies across Nations.

12. Technical Innovations and Social Implications: Mapping Global Research Focus in AI, Blockchain, Cybersecurity, and Privacy.

13. Smart Internet of Things Power Meter for Industrial and Domestic Applications.

14. Decoding National Innovation Capacities: A Comparative Analysis of Publication Patterns in Cybersecurity, Privacy, and Blockchain.

19. Technological Imagination for Accessible Design: Invoking Blind Users for Sighted Computer Science Students

20. Play to Remember: The Rhetoric of Time in Memorial Video Games

21. Digital Rhetoric in Collaborative Knowledge-Making : Reading Answers and Super-Answers to Existential Questions on Quora

22. ‘In My Shoes’ Interaction Sandbox for a Quest of Accessible Design: Teaching Sighted Students Accessible Design for Blind People

23. Refreshing Quantification and other Ploys to Give Up the Habit : A Repertoire of Relations, Identities, and Rhetorical Devices in Smoking Cessation Applications

25. Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification : Insights from a Gameful Collaborative Review Exercise

27. Gender status inertia in biographical films: an overview of the motion picture industry from 1900 to 2017.

32. TEACHING PRIVACY THROUGH THE DEVELOPMENT AND TESTING OF A LOCATION OBFUSCATION SOLUTION.

33. Applications of Machine Learning in Malware Detection.

34. Designing a Document Image Analysis System on 3 Axis: Education, Research and Performance.

35. ADREM: System Call Based Intrusion Detection Framework.

36. DIGITAL TECHNOLOGY AND BOUNDARY WORK IN HOMEOPATHY.

37. HUNT: USING HONEYTOKENS TO UNDERSTAND AND INFLUENCE THE EXECUTION OF AN ATTACK.

38. DISCOVERING SCIENTIFIC LITERATURE THROUGH ACTIONABLE RESEARCHER PERSONAS ON ACADEMIA.EDU AND RESEARCHGATE.NET.

39. LINKEDIN AS A RESEARCH COMPANION. ASSESSING THE LEARNING BENEFITS OF AN ENTREPRENEURIAL PROGRAM THROUGH A QUASI-EXPERIMENTAL APPROACH.

40. WHAT IS IT LIKE TO BE AN ENTREPRENEUR? A FRAMEWORK FOR ANALYSING MULTIVOICEDNESS OF MEANING IN GAMIFIED LEARNING PLATFORMS.

43. Designing Argumentation in Peer Review.

44. Gamification for Productive Interaction.

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