Citation Impact

Citing Papers

A Review of Metaverse’s Definitions, Architecture, Applications, Challenges, Issues, Solutions, and Future Trends
2022 Standout
Serious games for rehabilitation: A survey and a classification towards a taxonomy
2010
Augmented Reality Trends in Education : A Systematic Review of Research and Applications
2014 Standout
Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class.
2018 Standout
Reconceptualising gamification: Play and pedagogy
2014
Effective Feedback Procedures in Games for Health
2013
A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games
2014 Standout
Digitalization to achieve sustainable development goals: Steps towards a Smart Green Planet
2021 Standout
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
2017 Standout
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
2016 Standout
Global land cover mapping at 30 m resolution: A POK-based operational approach
2014 Standout
A "nonnegative PCA" algorithm for independent component analysis
2004
Algorithms for nonnegative independent component analysis
2003
Virtual reality in the assessment, understanding, and treatment of mental health disorders
2017 Standout
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
2016 Standout
Future Intelligent and Secure Vehicular Network Toward 6G: Machine-Learning Approaches
2019 Standout
Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG)
2011
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning
2020 Standout
Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness
2013
Gamification in theory and action: A survey
2014 Standout
The rise of motivational information systems: A review of gamification research
2018 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Delivering Disruption in an Emergent Access Economy: A Case Study of an E-Hailing Platform
2017
Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
2018 Standout
Boosted SVM for extracting rules from imbalanced data in application to prediction of the post-operative life expectancy in the lung cancer patients
2013
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Change detection from remotely sensed images: From pixel-based to object-based approaches
2013
The technostress trifecta ‐ techno eustress, techno distress and design: Theoretical directions and an agenda for research
2017 Standout
Gamification, quantified-self or social networking? Matching users’ goals with motivational technology
2018
Augmented reality for STEM learning: A systematic review
2018 Standout
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Remote Monitoring of Physical Rehabilitation of Stroke Patients Using IoT and Virtual Reality
2020 Standout
Measuring the flow experience of gamers: An evaluation of the DFS-2
2012
Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool
2015
From Gamification to Gameful Design and Gameful Experience in Learning
2015
Review of Studies on Technology-Enhanced Language Learning and Teaching
2020 Standout
Edge Artificial Intelligence for 6G: Vision, Enabling Technologies, and Applications
2021 Standout
A mixed methods assessment of students' flow experiences during a mobile augmented reality science game
2013
Game‐Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life
2019
A survey on object detection in optical remote sensing images
2016 Standout
Learning from class-imbalanced data: Review of methods and applications
2016 Standout
Understanding digital transformation: A review and a research agenda
2019 Standout
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
2014 Standout
Metaverse
2022 Standout
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
2018 Standout
Educational magic toys developed with augmented reality technology for early childhood education
2015 Standout
Introducing IoT and Wearable Technologies into Task-Based Language Learning for Young Children
2016
Artificial Intelligence and Virtual Worlds – Toward Human-Level AI Agents
2018
The Impact of Artificial Intelligence and Blockchain on the Accounting Profession
2020 Standout
Nonnegative Matrix Factorization: A Comprehensive Review
2012 Standout
The interplay between immersion and appeal in video games
2013
Designing and evaluating digital games for frail elderly persons
2011

Works of Darryl Charles being referenced

Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features
2016
Gaming for Health
2013
Machine learning in digital games: a survey
2008
Toward an understanding of flow in video games
2008
Modelling multiple-cause structure using rectification constraints
1998
Optimising engagement for stroke rehabilitation using serious games
2009
Intelligent Data Engineering and Automated Learning – IDEAL 2010
2010
Modelling multiple-cause structure using rectification constraints
1998
Evaluating user experiences in rehabilitation games
2012
Game‐based feedback for educational multi‐user virtual environments
2010
Rankless by CCL
2026