Smart city ontologies and their applications: A systematic literature review

A De Nicola, ML Villani - Sustainability, 2021 - mdpi.com
The increasing interconnections of city services, the explosion of available urban data, and
the need for multidisciplinary analysis and decision making for city sustainability require new …

AGE-Learn: Ontology-based representation of personalized gamification in E-learning

S Bennani, A Maalel, HB Ghezala - Procedia Computer Science, 2020 - Elsevier
E-learning is constantly growing and seems to be essential in this rapidly changing world.
Continually improving learners 'experience, gamifying e-learning appeared with one …

[PDF][PDF] A systematic literature review of gamification design

R Bouzidi, A De Nicola, F Nader… - Proceedings of the 20th …, 2019 - researchgate.net
Gamification is the use of game design elements in nongame contexts with the aim of
motivating users and improving their productivity. It gave promising results when applied to …

Process activity ontology learning from event logs through gamification

S Sadeghianasl, AHM Ter Hofstede, MT Wynn… - IEEE …, 2021 - ieeexplore.ieee.org
Process mining is concerned with deriving knowledge from process data as recorded in so-
called event logs. The quality of event logs is a constraining factor in achieving reliable …

[HTML][HTML] How can we reward you? A compliance and reward ontology (CaRO) for eliciting quantitative reward rules for engagement in mHealth app and healthy …

M Peleg, N Veggiotti, L Sacchi, S Wilk - Journal of Biomedical Informatics, 2024 - Elsevier
Objective When developing mHealth apps with point reward systems, knowledge engineers
and domain experts should define app requirements capturing quantitative reward patterns …

From Smart City to Smart Society: A quality-of-life ontological model for problem detection from user-generated content

C Periñán-Pascual - Applied Ontology, 2023 - content.iospress.com
Social-media platforms have become a global phenomenon of communication, where users
publish content in text, images, video, audio or a combination of them to convey opinions …

A Framework for Utilizing Unexplored Game Elements in Designing Learning Systems.

SA El-Shorbagy, N Sherief… - Advances in Computing …, 2022 - search.ebscohost.com
Gamification is defined as the use of game elements and designs in non-gaming areas and
applications such as education, marketing, and healthcare. That is to facilitate and develop …

Knowledge-based automated service composition for decision support systems configuration

N Mustafin, P Kopylov, A Ponomarev - Proceedings of the Computational …, 2021 - Springer
The paper proposes a novel approach to reducing the complexity of building (service-
oriented) decision support systems by applying knowledge-based automated service …

An anatomical ontology for the Class Collembola (Arthropoda: Hexapoda)

LA González Montaña, D Rueda-Ramírez… - Brazilian Archives of …, 2023 - SciELO Brasil
Communication in science requires standardized terminology with concepts unified that
facilitate the processing and exploration of information in any knowledge domain. The …

User-based adaptive software development for gamified systems

W El Gammal, N Sherief, W Abdelmoez - Proceedings of the 2020 3rd …, 2020 - dl.acm.org
During the last few years many researchers have attempted to find a way to implement
gamified systems that are adaptively personalized based on user types. Gamification, which …