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1. Evaluating Quantized Large Language Models for Code Generation on Low-Resource Language Benchmarks

2. Artificial Intelligence Moving Serious Gaming: Presenting Reusable Game AI Components

4. Making Serious Games with Reusable Software Components

5. Efficient Software Assets for Fostering Learning in Applied Games

6. Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning

10. RAGE Reusable Game Software Components and Their Integration into Serious Game Engines

11. Procedural metadata for geographic information using an algebra of core concept transformations

12. Semantic complexity of geographic questions: A comparison in terms of conceptual transformations of answers

13. A grammar for interpreting geo-analytical questions as concept transformations

19. Empirical Evidence for Concepts of Spatial Information as Cognitive Means for interpreting and using Maps

21. Set as an Instance of a Real-World Visual-Cognitive Task

25. Algebra of core concept transformations: Procedural meta-data for geographic information

27. The Semantics of Extensive Quantities within Geographic Information

31. The Semantics of Extensive Quantities within Geographic Information

32. Empirical Evidence for Concepts of Spatial Information as Cognitive Means for Interpreting and Using Maps

34. A grammar for interpreting geo-analytical questions as concept transformations.

35. Topics and Sentiments in Online Place Reviews, an Innovative Way of Understanding the Perception of a City without Asking

36. Topics and Sentiments in Online Place Reviews, an Innovative Way of Understanding the Perception of a City without Asking

41. RAGE architecture for reusable serious gaming technology components

43. Artificial intelligence moving serious gaming: Presenting reusable game AI components

45. Computer Game-based Learning: Applied Game Development Made Simpler

46. Loose programming of GIS workflows with geo‐analytical concepts.

47. Geo-analytical question-answering with GIS.

48. D2.4 - Final Bundle of Client-side Components

49. D1.1 – Applied gaming asset methodology

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