136 results on '"Reiners, Torsten"'
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2. Geo-ontologies and Their Role in Integrating Big Spatiotemporal Data and Knowledge Management
3. New Insights of Design, Development, and Implementation of Digital Petroleum Ecosystems and Technologies in Oil and Gas Industries
4. Relevance Judgment Convergence Degree—A Measure of Assessors Inconsistency for Information Retrieval Datasets
5. Managing Data Characterization Challenges—Unifying Geoinformatics Framework and Knowledge Management
6. On Knowledge-Based Design Science Information System (DSIS) for Managing the Unconventional Digital Petroleum Ecosystems
7. Nile Delta Sedimentary Basin—A Big Data Guided Digital Petroleum Ecosystem
8. Action-Based Learning Assessment in Virtual Training Environments
9. Self-guided Exploration of Virtual Learning Spaces
10. Storytelling to Immersive Learners in an Authentic Virtual Training Environment
11. Transforming Ideas to Innovations: A Methodology for 3D Systems Development
12. Game-Based Elements to Upgrade Bots to Non-Player Characters in Support of Educators
13. Customer Relationship Management System a Case Study on Small-Medium-Sized Companies in North Germany
14. Meta-Heuristiken in virtuellen Lernumgebungen
15. Smart Frame: An Integrated Environment for XML-Coded Learning Material
16. Einsatz Bioanaloger Verfahren bei der Optimierung des Wasserseitigen Containerumschlags
17. Konfiguration von Distributionslogistiknetzwerken unter Berücksichtigung Kundenorientierter Lieferserviceanforderungen
18. Towards Leveraging Behavioral Economics in Mobile Application Design
19. Psychological Theory and the Gamification of Learning
20. Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement
21. A Parallel Universe: Psychological Science in the Language of Game Design
22. Applied Behavioral Economics: A Game Designer’s Perspective : Investigating the Gamification of Modern Games and How Similar Techniques Can be Leveraged in Non-Game Environments
23. Gamification: The Measurement of Benefits
24. Implementing Game Design in Gamification
25. A Conceptual Framework for Gamification Measurement
26. Application of Game Thinking and Game Elements in New Joiner Induction and On-Boarding Process : A Business Case Study
27. How Gamification Can Help Companies to Become More Sustainable: A Case Study on Ride Sharing
28. Gamification-supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions
29. Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems
30. Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment
31. Gamification and Law : On the Legal Implications of Using Gamified Elements
32. Studying Gamification: The Effect of Rewards and Incentives on Motivation
33. Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
34. How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences
35. Implementing Gamification: Requirements and Gamification Platforms
36. Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them
37. Critical Perspective on Gamification in Education
38. Workplace Psychology and Gamification: Theory and Application
39. The Gamification as a Resourceful Tool to Improve Work Performance
40. Theoretical Considerations for Game-Based e-Learning Analytics
41. The Development and Assessment of a Team-Based Management Game
42. A RECIPE for Meaningful Gamification
43. Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education
44. Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption
45. Shaping Behaviours Through Space and Place in Gamified Virtual Learning Environments
46. From Market Place to Collusion Detection: Case Studies of Gamification in Education
47. Game-Based Assessment: The Mash-Up We’ve Been Waiting For
48. A History and Frameworks of Digital Badges in Education
49. Educational Gamified Science Simulations
50. A Gamification-Based Framework for Developing Learning Activities of Computational Thinking
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