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2. Continuous User Identification in Distance Learning: A Recent Technology Perspective

3. Extending User Interaction with Mixed Reality Through a Smartphone-Based Controller

4. Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR

5. Assessing Learner Facilitation in MOOC Forums: A Mixed-Methods Evaluation Study

7. Cross-study Reliability of the Open Card Sorting Method

8. Dealing with Input Mode Confusion During Dual-Language Keyboard Use

10. Teaching Assistants in MOOCs Forums: Omnipresent Interlocutors or Knowledge Facilitators

11. On the Use of Persistent Spatial Points for Deploying Path Navigation in Augmented Reality: An Evaluation Study

12. Evaluation of a Massive Online Course Forum: Design Issues and Their Impact on Learners’ Support

14. Out of the Box: Using Gamification Cards to Teach Ideation to Engineering Students

15. Design of Location-Based Mobile Games: Introduction

16. Effects of Human Cognitive Differences on Interaction and Visual Behavior in Graphical User Authentication

17. Effects of Image-Based Rendering and Reconstruction on Game Developers Efficiency, Game Performance, and Gaming Experience

20. Differences of Field Dependent/Independent Gamers on Cultural Heritage Playing: Preliminary Findings of an Eye–Tracking Study

22. Towards the Real-Time Evaluation of Collaborative Activities: Integration of an Automatic Rater of Collaboration Quality in the Classroom from the Teacher's Perspective

23. Learning Outcome, Presence and Satisfaction from a Science Activity in Second Life

24. Two Make a Network: Using Graphs to Assess the Quality of Collaboration of Dyads

25. A Game Design Workshop to Support the Elaboration of Game Ideas

26. Deployment, Usage and Impact of Social Media Tools in Small and Medium Enterprises: A Case Study

27. SONETA: A Social Media Geo-Trends Analysis Tool

29. Ensuring Academic Integrity and Trust in Online Learning Environments: A Longitudinal Study of an AI-Centered Proctoring System in Tertiary Educational Institutions.

30. Support for the Teacher in Technology-Enhanced Collaborative Classroom

31. The Influence of Website Category on Aesthetic Preferences

32. KLM Form Analyzer: Automated Evaluation of Web Form Filling Tasks Using Human Performance Models

34. Time Series Analysis of Collaborative Activities

37. Are First Impressions about Websites Only Related to Visual Appeal?

38. The Application of Preference Mapping in Aesthetic Website Evaluation

39. Designing Pervasive Games for Learning

40. DEG: Involving End Users and Domain Experts in Design of Educational Games

42. Assessing Collaboration Quality in Synchronous CSCL Problem-Solving Activities: Adaptation and Empirical Evaluation of a Rating Scheme

43. Investigating the Effect of Hyperlink Information Scent on Users’ Interaction with a Web Site

44. Are Ten Participants Enough for Evaluating Information Scent of Web Page Hyperlinks?

45. Considering Cost in Usability Evaluation of Mobile Applications: Who, Where and When

46. The Subjective and Objective Nature of Website Aesthetic Impressions

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