notice 发表于 2025-3-28 15:30:41
Using Gamification with Affective Computing for Second Language Learning5%; moreover, with the use of a usability metric for gamified applications, it was obtained that in terms of the system Usability, there is an 84.87% efficiency, in Educational Usability there is an 85.71% effectiveness, in User Experience, there is a 75.24% of user satisfaction.初学者 发表于 2025-3-28 19:39:56
http://reply.papertrans.cn/48/4714/471366/471366_42.pngCHART 发表于 2025-3-29 00:01:41
http://reply.papertrans.cn/48/4714/471366/471366_43.pngconference 发表于 2025-3-29 05:01:43
http://reply.papertrans.cn/48/4714/471366/471366_44.png轨道 发表于 2025-3-29 10:22:37
Self-adaptive Internet of Things Systems: A Systematic Literature ReviewIoT platforms? and iii) What is the research approach in studies related to self-adaptive systems in IoT? First, 1136 primary studies were obtained through automatic and manual searches. Then, inclusion and exclusion criteria were applied to select 84 relevant studies on self-adaptation in IoT. Fina小臼 发表于 2025-3-29 14:03:39
http://reply.papertrans.cn/48/4714/471366/471366_46.pngETCH 发表于 2025-3-29 17:30:55
http://reply.papertrans.cn/48/4714/471366/471366_47.png初次登台 发表于 2025-3-29 20:48:38
http://reply.papertrans.cn/48/4714/471366/471366_48.png