231 results on '"Toshihiko Yamakami"'
Search Results
2. A Privacy Threat Model in XR Applications.
3. A Handover Challenge of Data Analytics: Multi-user Issues in Sustainable Data Analytics.
4. Preliminary Utility Study of a Short Video as a Daily Report in Teleworking.
5. A 2-Dimensional Technology and Real-World Interaction View Approach.
6. From Ivory Tower to Democratization and Industrialization: A Landscape View of Real-World Adaptation of Artificial Intelligence.
7. Beyond Digitalization Traps: A 4-Layer Model of IoT Service Engineering In an Enterprise Context.
8. Lessons Learned in Tokyo Public Transportation Open Data APIs.
9. A Dynamism View Model of Convergence and Divergence of IoT Standardization.
10. A Shift From Monolithic to Compound Digitization: A New Perspective of Digital Economy.
11. A Discrepancy View Model of Standardization of Web Technology.
12. Device Stand-by Management of IoT: A Framework for Dealing with Real-World Device Fault in City Platform as a Service.
13. A Social Dimension View Model of Divergence of IoT Standardization.
14. Toward positioning IoT-empowered service engineering in city platform as a service.
15. A migration-oriented partial adaptation architecture for IoT-empowered city platform as a service.
16. An organizational coordination model for IoT: A case study of requirement engineering of city-government in Tokyo in city platform as a service.
17. An evolution-by-design approach: Toward multi-disciplinary life-cycle management of IoT in city platform as a service.
18. Horizontal Requirement Engineering in Integration of Multiple IoT Use Cases of City Platform as a Service.
19. Dilemma of Service Engineering in the Era of Social Services: Understanding the Ongoing Challenges of Service Engineering.
20. A Non-Zero-Sum Social Experience Approach: Building Blocks of Social Experience Design.
21. A view model of social commerce: The building blocks of next-generation e-commerce.
22. A Persistence Analysis of Smartphone Application Stores: An Approach to Understanding Gateways to the Internet.
23. Persuasive Strength Analysis of the Mobile Gang of Four: Toward Understanding Mobile Business Engineering in the Era of Mobile Persuasion.
24. Servicenics approach: A social service engineering framework.
25. Mood-based e-commerce: A new approach for sub-personality-based marketing.
26. Relaxed Stability Technology Approach in Organization Management: Implications from Configured-Control Vehicle Technology.
27. An Evolutionary Path-Based Analysis of Social Experience Design.
28. Gamification Literacy: Emerging Needs for Identifying Bad Gamification.
29. An Emotion-Object-Interaction Framework for Exploration of Design Patterns of Massive Interpersonal Persuasion.
30. Self-Innovation Skill-Based Change Management: An Approach Toward Flexible Organizational Management.
31. Cross-Culture Analysis of Mobile Social Games: Toward Design Guidelines of Lessons Learned from Globalized Mobile Social Games.
32. Transition Analysis of Mobile Social Games from Feature-Phone to Smart-Phone.
33. Mobile Social Game Design from the Perspective of Persuasive Technology.
34. It is not a Game, Not Even Social: New Service Engineering Paradigms from Lessons Learned in Mobile Social Games in Japan.
35. From Gamenics to Servicenics: Lessons Learned in Mobile Social Games in Japan toward Service Engineering.
36. From User Experience to Social Experience: A New Perspective for Mobile Social Game Design.
37. A Four-Stage Gate-Keeper Model of Social Service Engineering: Lessons from Golden Rules of Mobile Social Game Design.
38. Digital Social Literacy: Literacy Demands for the Virtual-World.
39. Time Management in Mobile Social Game Design: Lessons from Mobile Social Games in Japan.
40. A 3-Stage Transition Model of the Architecture of Mobile Social Games: Lessons from Mobile Social Games in Japan.
41. A Fast-Boot Method for Embedded Mobile Linux: Toward a Single-Digit User Sensed Boot Time for Full-Featured Commercial Phones.
42. A Three-Dimension Analysis of Driving Factors for Mobile Application Stores: Implications of Open Mobile Business Engineering.
43. A Hybrid Software Architecture for Rich Media Applications on Android Phones.
44. A 3-stage Evolutionary Model of Mobile Social Game Design in Japan.
45. Hybrid Service Integration Engineering: Implications from a Game-Story-Combined Mobile Social Game.
46. Gate Opening Effect: Toward Understanding Mobile-Specific Service Evolution.
47. A Four-Layer Success Factor View Model of Mobile Social Games: Analysis of Mobage Success in Japan.
48. Analysis of Mobile Social Games from the Viewpoint of Gamenics Theory.
49. A three-dimensional view model of international standardization using techno-sociological analysis.
50. Yet another dimension of organizational culture: Implications from mobile social games in Japan.
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.