534 results on '"Troussas, Christos"'
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2. Artificial Intelligence-Enhanced PARSAT AR Software: Architecture and Implementation
3. Multi-model Evaluation of the Artificial Intelligence-Enhanced PARSAT AR Software
4. Fuzzy Logic for Modeling the Knowledge of Users in PARSAT AR Software
5. Introduction and Overview of AI-Enhanced Augmented Reality in Education
6. AI-Driven and SOLO-Based Domain Knowledge Modeling in PARSAT AR Software
7. Review of the Literature on AI-Enhanced Augmented Reality in Education
8. A Rule-Based Chatbot Offering Personalized Guidance in Computer Programming Education
9. How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade
10. Special Topics in Artificial Intelligence and Augmented Reality
11. Review of the Literature on AI-Enhanced Augmented Reality in Education
12. Conclusions of AI-Driven AR in Education
13. Fuzzy Logic for Modeling the Knowledge of Users in PARSAT AR Software
14. Introduction and Overview of AI-Enhanced Augmented Reality in Education
15. AI-Driven and SOLO-Based Domain Knowledge Modeling in PARSAT AR Software
16. Artificial Intelligence-Enhanced PARSAT AR Software: Architecture and Implementation
17. Multi-model Evaluation of the Artificial Intelligence-Enhanced PARSAT AR Software
18. Exploration of Augmented Reality in Spatial Abilities Training: A Systematic Literature Review for the Last Decade
19. Collaborative Activities Recommendation Based on Students' Collaborative Learning Styles Using ANN and WSM
20. Personalized Feedback Enhanced by Natural Language Processing in Intelligent Tutoring Systems
21. Developing Novel Learning Spaces Through Social Media Channels for Sustainable CAD Engineering Education
22. Employing FFNN and Learning Styles to Improve Knowledge Acquisition in Educational Digital Games
23. Evaluating E-Learning Process on Virtual Classroom Systems Using an ISO-Based Model
24. Virtual Reality in Education: Reviewing Different Technological Approaches and Their Implementations
25. A 2D Platform Game Offering Personalized Guidance to Players to Promote Environmental Awareness
26. Modeling the Knowledge of Users in an Augmented Reality-Based Learning Environment Using Fuzzy Logic
27. Extended Technology Acceptance Models for Digital Learning: Review of External Factors
28. Revolutionizing Agricultural Education with Virtual Reality and Gamification: A Novel Approach for Enhancing Knowledge Transfer and Skill Acquisition
29. Empowering Responsible Digital Citizenship Through an Augmented Reality Educational Game
30. Developing and Accessing Policies in Maritime Education Using Multicriteria Analysis and Fuzzy Cognitive Map Models
31. A Conceptual Framework for a Critical Approach to the Digital World: Integrating Digital Humanities and Informal Learning into Educational Design
32. CoMoPAR: A Comprehensive Conceptual Model for Designing Personalized Augmented Reality Systems in Education
33. Augmented Reality for Enhancing Linguistic Skills of International Students in Preschool Education
34. Crafting Immersive Experiences: A Multi-Layered Conceptual Framework for Personalized and Gamified Virtual Reality Applications in Education
35. Exploring the Use of Augmented Reality in Teaching History to Students with Attention-Deficit Hyperactivity Disorder
36. Recommending Open Educational Resources Using Weighted Linear Combination
37. Multi-Technique Comparative Analysis of Machine Learning Algorithms for Improving the Prediction of Teams' Performance
38. A novel group recommender system for domain-independent decision support customizing a grouping genetic algorithm
39. A multilayer inference engine for individualized tutoring model: adapting learning material and its granularity
40. Mobile Game-Based Learning as a Solution in COVID-19 Era: Modeling the Pedagogical Affordance and Student Interactions
41. User Acceptance of Augmented Reality Welding Simulator in Engineering Training
42. Personalised Instructional Feedback in a Mobile-Assisted Language Learning Application Using Fuzzy Reasoning
43. Double-Layer Controller for Detecting Learners’ Erroneous Knowledge in Database Programming
44. Multi-technique comparative analysis of machine learning algorithms for improving the prediction of teams’ performance
45. Representation of Generalized Human Cognitive Abilities in a Sophisticated Student Leaderboard
46. XGBoost and Deep Neural Network Comparison: The Case of Teams’ Performance
47. A Novel Teaching Strategy Through Adaptive Learning Activities for Computer Programming
48. A Multi-Modal IoT Framework for Healthy Nutritional Choices in Everyday Childhood Life
49. A 2-tier fuzzy control system for grade adjustment based on students’ social interactions
50. Developing Novel Learning Spaces Through Social Media Channels for Sustainable CAD Engineering Education
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