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The Use of Wearable Devices in the Workplace - A Systematic Literature Review
Khakurel, Jayden, Pöysä, Simo, Porras, Jari
Published in Smart Objects and Technologies for Social Good (01.01.2017)
Published in Smart Objects and Technologies for Social Good (01.01.2017)
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Book Chapter
How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game
Pasalic, Ademir, Andersen, Nikolaj Hollænder, Carlsen, Christopher Schinkel, Karlsson, Emil Åberg, Berthold, Markus, Bjørner, Thomas
Published in Smart Objects and Technologies for Social Good (2018)
Published in Smart Objects and Technologies for Social Good (2018)
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Book Chapter
Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game
Foldager, Nicolai, Hansen, Hans, Tewes, Mikkel Skovsmose, Bjørner, Thomas
Published in Smart Objects and Technologies for Social Good (01.01.2017)
Published in Smart Objects and Technologies for Social Good (01.01.2017)
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Book Chapter
A Serious Games System for the Analysis and the Development of Visual Skills in Children with CVI: A Pilot Study with Kindergarten Children
Gaggi, Ombretta, Sgaramella, Teresa Maria, Nota, Laura, Bortoluzzi, Margherita, Santilli, Sara
Published in Smart Objects and Technologies for Social Good (01.01.2017)
Published in Smart Objects and Technologies for Social Good (01.01.2017)
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Book Chapter