Standout Papers
Citation Impact
Citing Papers
Understanding the role of digital technologies in education: A review
2022 Standout
Virtual and augmented reality technologies for emergency management in the built environments: A state-of-the-art review
2020 Standout
GAMIFICATION IS ALL ABOUT FUN: THE ROLE OF INCENTIVE TYPE AND COMMUNITY COLLABORATION
2014
Promoting novelty, rigor, and style in energy social science: Towards codes of practice for appropriate methods and research design
2018 Standout
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
2017 Standout
ChatGPT: Bullshit spewer or the end of traditional assessments in higher education?
2023 Standout
Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial
2017
STEAM in education: a bibliometric analysis of performance and co-words in Web of Science
2021 Standout
Musculoskeletal disorders in construction: A review and a novel system for activity tracking with body area network
2015
The use of virtual reality simulation among nursing students and registered nurses: A systematic review
2020 Standout
Protrusion and actin assembly are coupled to the organization of lamellar contractile structures
2010
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study
2017
Effects of COVID-19 in E-learning on higher education institution students: the group comparison between male and female
2020 Standout
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model
2016 Standout
Machine Learning: Algorithms, Real-World Applications and Research Directions
2021 Standout
Virtual reality applications in manufacturing industries: Past research, present findings, and future directions
2015
A systematic literature review on intelligent automation: Aligning concepts from theory, practice, and future perspectives
2021 Standout
A mobile gamification learning system for improving the learning motivation and achievements
2014
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
The evaluation of an elementary virtual training system for manual assembly
2017
Digital twin-driven product design framework
2018 Standout
Smart manufacturing: Characteristics, technologies and enabling factors
2017 Standout
An immersive virtual reality serious game to enhance earthquake behavioral responses and post-earthquake evacuation preparedness in buildings
2020
Exploring four decades of research in Computers & Education
2018
How gamification motivates visits and engagement for online academic dissemination – An empirical study
2015
The rise of motivational information systems: A review of gamification research
2018 Standout
Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
2018 Standout
Learning effectiveness of virtual environments for 3D terrain interpretation and data acquisition
2016
A Review of Emotion-Aware Systems for e-Learning in Virtual Environments
2016
Building Information Modeling (BIM) for existing buildings — Literature review and future needs
2013 Standout
An approach to distributed building modeling on the basis of versions and changes
2011
Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education
2020
Adolescent School-Based Sexual Health Education and Training: A Literature Review on Teaching and Learning Strategies
2018
Artificial intelligence, machine learning and deep learning in advanced robotics, a review
2023 Standout
Gamification: A key determinant of massive open online course (MOOC) success
2018
Indonesia Education Readiness Conducting Distance Learning in Covid-19 Pandemic Situation
2020 Standout
Fluorophore Targeting to Cellular Proteins via Enzyme-Mediated Azide Ligation and Strain-Promoted Cycloaddition
2012 StandoutNobel
Computer-based technology and student engagement: a critical review of the literature
2017
A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education
2021
A review of the use of virtual reality head-mounted displays in education and training
2017 Standout
Wearable IMU-based real-time motion warning system for construction workers' musculoskeletal disorders prevention
2016 Standout
Chopper
2012
Automatic rule-based checking of building designs
2009 Standout
Past, present, and future of smart learning: a topic-based bibliometric analysis
2021 Standout
AI-enabled adaptive learning systems: A systematic mapping of the literature
2021 Standout
Survey on human–robot collaboration in industrial settings: Safety, intuitive interfaces and applications
2018 Standout
Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review
2019
The Higher Education Sustainability through Virtual Laboratories: The Spanish University as Case of Study
2018 Standout
Play and learn: Serious games in breaking informational barriers in residential solar energy adoption in the United States
2017
The status, challenges, and future of additive manufacturing in engineering
2015 Standout
Scientific Performance and Mapping of the Term STEM in Education on the Web of Science
2020
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
2019 Standout
Metaverse
2022 Standout
The use of a virtual building design and construction model for developing an effective project concept in 5D environment
2010 Standout
Specifying parametric building object behavior (BOB) for a building information modeling system
2005
“It's like you’re actually playing as yourself”: Development and preliminary evaluation of ‘Green Acres High’, a serious game-based primary intervention to combat adolescent dating violence+
2014
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
2018 Standout
Virtual reality for assembly methods prototyping: a review
2010
A cloud approach to unified lifecycle data management in architecture, engineering, construction and facilities management: Integrating BIMs and SNS
2012 Standout
A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.
2015
The Human Factors and Ergonomics of P300-Based Brain-Computer Interfaces
2015
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
2019 Standout
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
2016
Requerimientos para laboratorios híbridos en Ingeniería de Manufactura
2017
A Game-based Intervention – a technical tool for social workers to combat Adolescent Dating-Violence
2015
Machine learning based decision support systems (DSS) for heart disease diagnosis: a review
2017
Virtual machining considering dimensional, geometrical and tool deflection errors in three-axis CNC milling machines
2014
Towards a trans‐disciplinary methodology for a game‐based intervention development process
2015
Clinical psychology of Internet addiction: a review of its conceptualization, prevalence, neuronal processes, and implications for treatment
2015
Works of Theodore Lim being referenced
Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum
2014
Edge-based identification of DP-features on free-form solids
2005
Learning Analytics Architecture to Scaffold Learning Experience through Technology-based Methods
2015
Live Cell Imaging of F-actin Dynamics via Fluorescent Speckle Microscopy (FSM)
2009
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Factors affecting user performance in haptic assembly
2007
Technology-based reading intervention programs for elementary grades: An analytical review
2018
Automated design process modelling and analysis using immersive virtual reality
2009
The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting
2013
The analysis and evaluation of the influence of haptic-enabled virtual assembly training on real assembly performance
2016
The application of ubiquitous multimodal synchronous data capture in CAD
2013
3D Modeling with ACIS
2002
Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements
2012
Mapping learning and game mechanics for serious games analysis
2014
Neurophysiological methods for monitoring brain activity in serious games and virtual environments: a review
2014
The development of an integrated haptic VR machining environment for the automatic generation of process plans
2013
Automatic Subdivision and Refinement of Large Components for Rapid Prototyping Production
2006