Your browser doesn't support javascript.
Show: 20 | 50 | 100
Results 1 - 20 de 22
Filter
1.
3rd International and Interdisciplinary Conference on Image and Imagination, IMG 2021 ; 631 LNNS:435-444, 2023.
Article in English | Scopus | ID: covidwho-2293526

ABSTRACT

From the Covid-19 health emergency entered our lives, the web continues to alleviate moments of isolation with ironic memes, photos and videos that, despite having been considered an irreverence to the masterpieces of Art and/or one of the many uses of irony to exorcise fear, they have favored the staging of video-graphic products with a strong ‘humor' component. Within these premises, in the context of graphic design, this paper will evaluate aspects as the analysis of fashion environment as expressive language of living indoor during Covid-19 pandemic;the audiovisual languages and compositional criteria for the creation and multimedia communication of a video-graphic spot on Stay at home communication campaign. The video-graphic products were analyzed on the basis of: relationship between ‘humor' message and supporting artwork;integration between image and photo-cinematography;figurative languages generative of graphic signs;duration of audiovisual spot;sound component as key to emotional reading;communication strategies. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2.
3rd International and Interdisciplinary Conference on Image and Imagination, IMG 2021 ; 631 LNNS:761-770, 2023.
Article in English | Scopus | ID: covidwho-2306372

ABSTRACT

The Prime Ministerial Decree of 9 March 2020 has caused the spread of social campaigns (#corona-virus, #iorestoacasa), whose ‘pandemic' effect has influenced the collective imagination more than the COVID-19 virus which, spread all over the world, has changed everyone's life globally. In a hyper-technological era, this microscopic virus has shown that even evolved communities are fragile, questioning many false certainties. The society of the global image has reacted and, as a symbolic language, has responded with countless forms of visual and multimedia communication (magazines covers, cartoons, comics, video clips) to spread new messages on social networks or television channels: to stay home, to renounce social life, to use quarantine to rediscover forgotten activities. This contribution examines the topic from a social and graphic point of view, analyzing contexts and languages such as: the proliferation of photographic images of deserted cities, which have portrayed the same places with different eyes and effects;the manipulation of the iconic and/or rhetorical force of artistic masterpieces or cinematographic titles, reinterpreted according to inspirations due to coronavirus psychosis, or of well-known advertising brands to obtain ironic puns with an equally ‘viral' effect;the redesign of the logos of famous multinationals in the name of the rule of social distancing;the creation of video clips to analyze, through the now usual video call screen, problems and typical behavior of the quarantine. The goal is to confirm how quickly the communication of the visual image on social channels was a favorable condition for learning the rules and behaviors to observe during the pandemic. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

3.
4th International Conference on Advanced Science and Engineering, ICOASE 2022 ; : 83-88, 2022.
Article in English | Scopus | ID: covidwho-2302899

ABSTRACT

The spread of the Corona Virus pandemic on a global scale had a great impact on the trend towards e-learning. In the virtual exams the student can take his exams online without any papers, in addition to the correction and electronic monitoring of the exams. Tests are supervised and controlled by a camera and proven cheat-checking tools. This technology has opened the doors of academic institutions for distance learning to be wide spread without any problems at all. In this paper, a proposed model was built by linking a computer network using a server/client model because it is a system that distributes tasks between the two. The main computer that acts as a server (exam observer) is connected to a group of sub-computers (students) who are being tested and these devices are considered the set of clients. The proposed student face recognition system is run on each computer (client) in order to identify and verify the identity of the student. When another face is detected, the program sends a warning signal to the server. Thus, the concerned student is alerted. This mechanism helps examinees reduce cheating cases in early time. The results obtained from the face recognition showed high accuracy despite the large number of students' faces. The performance speed was in line with the test performance requirements, handling 1,081 real photos and adding 960 photos. © 2022 IEEE.

4.
1st International Conference on Software Engineering and Information Technology, ICoSEIT 2022 ; : 233-237, 2022.
Article in English | Scopus | ID: covidwho-2276940

ABSTRACT

Nowadays, technology is growing rapidly followed by modernization. Face detection technology is one technology that has been developed and applied in various sectors such as biometrics recognition systems, retrieval systems, database indexing in digital video, security systems with restricted area access control, video conferencing, and human interaction systems. Eye detection is a further development of face detection in which the image of a human face was detected to be processed by detecting the location of both eyes on the face. Nowadays, the eye detection system can be used as a means of developing more complex applications and can be applied directly in the aspect of technology that uses eye detection like, eye state detection system, drowsiness and fatigue detection system, safety driving support systems or driver assistance system. In this study we propose drowsiness detection system utilizing current novel classification model such as Deep Neural Network (DNN), combined with Haar Cascade. The DNN is utilized to detect face, while Haar Cascade is utilized for detecting the eyes and its state on the detected face. In this study, due to Covid19 pandemic, we focused on developing the classifiers for detecting the face with mask. Apart from that, our proposed classifiers are also capable of identifying non-masked faces. The experimental result showed that by utilizing DNN and Haar Cascade, our proposed system could reach accuracy, precision, recall, and f1 measure as much as 81%, 88%, 80%, and 84%, respectively. © 2022 IEEE.

5.
50th Annual Conference of the European Society for Engineering Education, SEFI 2022 ; : 1142-1150, 2022.
Article in English | Scopus | ID: covidwho-2257997

ABSTRACT

The need for Digital Education (DE) in higher education has been growing for the past years, as the landscape of education became more diverse and global. It has become apparent with the COVID-19 pandemic that, in terms of width, DE had been mostly neglected so far. In the past year, the master program Global Production Engineering (GPE) at Technische Universität Berlin has been enhanced by a complete digital track, called GPE-Digital. In order to design this online study program a student survey was conducted and lecturers have been interviewed. The results were analysed and requirements for both lecturers and students were identified. Chances and challenges have been identified and a "tool box” for teaching and learning was developed. It contains a multimedia studio, a learning platform, a cloud platform et cetera. Lecturers are supported to develop and adapt their lecture-concepts and to choose the tools needed, which led to a variance of teaching-concepts. In this paper, after presenting the findings of both the interviews and the survey, the "tool box” is presented and its various possibilities for implementation are shown by the example of four different courses offered at GPE-Digital. These examples contain both synchronous and asynchronous teaching and different approaches of preparing joint sessions and lectures. Finally, based on the courses the benefits and challenges are discussed and rough approaches for exploiting the benefits and tackling the challenges are given. © 2022 SEFI 2022 - 50th Annual Conference of the European Society for Engineering Education, Proceedings. All rights reserved.

6.
7th International Conference on Information Technology Systems and Innovation, ICITSI 2022 ; : 30-36, 2022.
Article in English | Scopus | ID: covidwho-2191891

ABSTRACT

The rise of technological adoption of video-based information distribution accelerated by the COVID-19 pandemic leads to a substantial increase in video streaming on-demand service users. Video streaming services such as Twitch, and YouTube have enormous amount of active users so the system developers need to develop a system capable of handling numerous requests. The increase of video streaming on-demand service users poses a challenge for system developers to guarantee the Quality of Experience (QoE) for all system users. Said surge of users also resulted in high resource usage to serve each user while securing QoE. In order to ensure the QoE on video streaming on-demand service, this work develops the system using the waterfall model that implements a distributed approach for the video streaming service system. The system has reverse proxy and load balancing capabilities to forward and equally distribute HTTP requests and uses DASH to segment the video file to stream the video without sending the whole file. The developed system for this work subjectively ensures the QoE with a mean opinion score (MOS) of 4.434 from 53 respondents. © 2022 IEEE.

7.
5th IEEE International Conference on Computer and Informatics Engineering, IC2IE 2022 ; : 282-286, 2022.
Article in English | Scopus | ID: covidwho-2191798

ABSTRACT

One of the diseases still suffered by many Indonesian people, especially in the city of Depok, is respiratory disease. Currently, respiratory tract disease is a case with a high number of sufferers. An effort to handle these cases is to provide counseling and education for the community. This education aims to enable people to apply a healthy lifestyle independently and prevent various types of diseases. During the COVID-19 pandemic, this role was somewhat difficult to carry out due to limited movement and space. As a solution to this problem, the part of information technology is crucial. One is utilizing multimedia technology as a medium for health education for the community, namely animation. Animation can describe and visualize something so that information can be presented clearly and visually. This study aims to develop animation as a medium of health education for the community, especially in respiratory health. The animation video was generated using the MDLC (Multimedia Development Life Cycle) method. The resulting animated video can inform the public about health that focuses on the health of the respiratory system. 85 % of users stated that this animated video helps them to understand the material presented. © 2022 IEEE.

8.
2022 IEEE Frontiers in Education Conference, FIE 2022 ; 2022-October, 2022.
Article in English | Scopus | ID: covidwho-2191775

ABSTRACT

This full paper track proposal deals with the challenges of designing the onboarding of new employees in digital work settings. The increasing prevalence of home office workplaces due to the corona pandemic poses new challenges for managers in designing this phase given the physical separation of team members. In the context of this research project, the aim was to examine how managers experience digital onboarding in practice and which methods they use to trigger learning and teambuilding processes.In particular, the initial period in a new company is accompanied by many learning and team-building processes at various levels: The newcomer must acquire new technical information, create social connections with other team members, and learn on a superordinate level which values are embodied in the organization. This introductory phase lays the foundation for the initiation of further learning processes as well as the learning climate and should therefore be designed with caution.For this purpose, data was collected using guideline-based expert interviews with managers via digital video call platforms. Most managers reported a preference for hybrid onboarding. Overall, it appears that managers largely use adequate strategies for triggering learning and teambuilding processes in remote work. Nevertheless, not all potentials have yet been exhausted, so this paper describes implementation proposals for the conception of leadership development workshops regarding the design of a professional onboarding. © 2022 IEEE.

9.
14th Asian Conference on Intelligent Information and Database Systems , ACIIDS 2022 ; 13757 LNAI:608-620, 2022.
Article in English | Scopus | ID: covidwho-2173823

ABSTRACT

Fake news become a critical problem on the Internet, especially social media. During the worldwide COVID-19 epidemic, social networking sites (SNSs) are primary sources to spread false news, which are incredibly difficult to detect and regulate them since they rapidly grow everyday. With multimedia technology advances, the content of social media news now is manifested via various modalities, such as text, photos, and videos. Approaches that learn the multimodal representation for detecting fake news have evolved in recent years. Additionally, there exist diverse content domains in news platforms. Exploiting data from these domains potentially solve the data sparsity problem as well as simultaneously boosting overall performance. In this paper, we propose an effective Deep Multi-domain Multimodal Fake News Detection model for Vietnamese, v3MFND for short. Extensive experiments on a real-life dataset reveal that v3MFND improves the performance of multi-domain multimodal fake news detection for Vietnamese considerably. An ablation study is also carried out to evaluate the role of each individual modality in the multimodal model. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

10.
5th International Conference on Information Science and Systems, ICISS 2022 ; : 43-48, 2022.
Article in English | Scopus | ID: covidwho-2162027

ABSTRACT

With the development of multimedia technology, people have fully enjoyed the pleasure of audio and video and start to pursue the immersion of multi-sensory interactive experience. Touching is the third interactive media after vision and hearing. We are eager to touch our loved ones remotely, not just through a cold screen to video them, especially during the COVID-19 epidemic. Operating the remote robot, We want to get tactile feedback without time delay as if we were there so as to complete the task better. We hope that the material of the scene can be felt and we can enjoy patting shoulders and clapping hands with each other. Therefore, it is necessary to build a new basic communication in the digital world, enabling low latency end-to-end transmission of tactile information and making our communication interaction warm and emotional. This paper presents an overview of the latest research progress of tactile communication from end-to-end. This paper briefly describes the tactile communication system, studies the current status of acquisition, display, compression and transmission of tactile data, analyzes application scenarios of tactile communication. Finally, the paper provides a conclusion and prospects the next research directions. It is hoped that this review can provide some insights into future research on tactile communication. © 2022 ACM.

11.
International Conference on Data Analytics, Intelligent Computing, and Cyber Security, ICDIC 2020 ; 315:439-445, 2023.
Article in English | Scopus | ID: covidwho-2148664

ABSTRACT

Digital twins for factories and processes are becoming more prevalent and more valuable as a result of recent technological breakthroughs and the rise of smart manufacturing. There are also more potential for closed-loop analytics with digital twins, as well as with the rise of connection, data storage, and the Industrial Internet of Things (IIoT). Some factories have employed discrete event simulations (DES) to construct digital twins that are connected to the manufacturing floor and can be monitored in real time. However, it is difficult to quantify the advantages of a digital twin that is linked to the real world. With the emergence of the new generation of mobile network (5G), Tactile Internet, as well as the deployment of Industry 4.0 and Health 4.0, multimedia systems are moving towards immersed haptic-enabled human–machine interaction systems such as the digital twin (DT). Specifically, Industry 4.0 will be using DT and robots on a large scale. This will increase human–machine and interaction to a great extent. There will be multimodal communications used to interact with digital twins and robots, especially haptics. Hence, Tactile Internet will replace the conventional Internet today. In fact, a DT system can also be extended in Health 4.0 domain to act as a COVID-19 is a COVID-19 early warning system. When a person's temperature and other symptom data are tracked in real time, it may be determined whether or not it is time to see a doctor or undergo a COVID examination. In conjunction with a COVID tracing programme, the digital twin may be able to provide further information about the virus in relation to the individual. Since there are currently no well-recognized models to evaluate the performance of these systems, to address this research lacuna, we proposed a Quality of Experience (QoE) model for DT systems con-training multi-levels of subjective, objective, and physiopsychological influencing factors. The model is itemized through a fully detailed taxonomy that deduces the perceived user’s emotional and physical states during and after consuming spatial, temporal, proximal, and ed multi-modality media between humans and machines. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

12.
28th ACM SIGKDD Conference on Knowledge Discovery and Data Mining, KDD 2022 ; : 4790-4791, 2022.
Article in English | Scopus | ID: covidwho-2020401

ABSTRACT

Misinformation is a pressing issue in modern society. It arouses a mixture of anger, distrust, confusion, and anxiety that cause damage on our daily life judgments and public policy decisions. While recent studies have explored various fake news detection and media bias detection techniques in attempts to tackle the problem, there remain many ongoing challenges yet to be addressed, as can be witnessed from the plethora of untrue and harmful content present during the COVID-19 pandemic, which gave rise to the first social-media infodemic, and the international crises of late. In this tutorial, we provide researchers and practitioners with a systematic overview of the frontier in fighting misinformation. Specifically, we dive into the important research questions of how to (i) develop a robust fake news detection system that not only fact-checks information pieces provable by background knowledge, but also reason about the consistency and the reliability of subtle details about emerging events;(ii) uncover the bias and the agenda of news sources to better characterize misinformation;as well as (iii) correct false information and mitigate news biases, while allowing diverse opinions to be expressed. Participants will learn about recent trends, representative deep neural network language and multimedia models, ready-to-use resources, remaining challenges, future research directions, and exciting opportunities to help make the world a better place, with safer and more harmonic information sharing. © 2022 Owner/Author.

13.
5th International Conference on Learning Innovation and Quality Education: Literacy, Globalization, and Technology of Education Quality for Preparing the Society 5.0, ICLIQE 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1973901

ABSTRACT

The covid-19 pandemic has changed the entire life order of government and society. Including also having an impact on vocational high schools, learning that was originally carried out in schools now has to take place with distance learning. This study examines the effect of interactive multimedia to enhance meaningful learning in the context of technical and vocational education and training schools. This research method uses a literature review, namely by finding sources that are relevant to the object of research. Even though learning is currently being carried out using distance learning, of course, teachers are still required to provide quality learning to achieve meaningful learning. The limitations of distance learning are a challenge for vocational high schools because the implementation of learning in vocational high schools is mostly carried out by work practices both in schools, places of business, and industry. Thus, the development and use of educational technology become important. One of the existing technologies is interactive multimedia. Interactive multimedia is a learning media that combines text, animated video, images, sound, and evaluation in learning media. © 2021 ACM.

14.
5th International Conference on Learning Innovation and Quality Education: Literacy, Globalization, and Technology of Education Quality for Preparing the Society 5.0, ICLIQE 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1973896

ABSTRACT

The purposes of this study are 1) to obtain a description of the difficulties experienced in learning elementary school mathematics, 2) to obtain a description of the use of learning media in the mathematics learning process in the field, and 3) to formulate learning media that need to be developed in learning mathematics. The type of research used is qualitative research. Information and data collection techniques in the form of distributing questionnaires, interviews, observations, and documentation. Data analysis through data reduction, data display, and conclusion drawing. The results of collecting information concluded that 1) the problems faced in elementary school mathematics learning include the delivery of material according to student development, some math material such as multiplication and students' critical thinking skills;2) the use of learning media in the mathematics learning process in the field during the COVID-19 pandemic is still not optimal and digital media needs to be developed;3) The media formulation needed to be developed is in the form of interactive multimedia according to the development of elementary school students regarding multiplication material that has a nurturant affect the formation of students' positive characters such as spiritual and social attitudes. © 2021 ACM.

15.
5th International Conference on Learning Innovation and Quality Education: Literacy, Globalization, and Technology of Education Quality for Preparing the Society 5.0, ICLIQE 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1973889

ABSTRACT

The COVID-19 pandemic has had an impact on the education sector, especially in the learning process, which was originally face-to-face, now must be carried out online. Thus, teachers need to develop appropriate learning strategies that are supported by appropriate learning media as well. The aim of this study is to determine the perceptions of senior high school students about the use of mobile based interactive multimedia with contextual teaching and learning approach in chemistry learning. This study used a descriptive research design with a survey method to the students of tenth grade science students of Pradita Dirgantara high school that were randomly selected as research sample. The questionnaire was distributed to the sample as a data collection technique, and then the results were analyzed quantitatively with a percentage. The results of this study showed that teachers have used learning media in Chemistry learning activities that are in accordance with the topics being taught with often frequency. The types of learning media that are often used in learning are web-based media, sometimes with conventional media, and sometimes with mobile-based media. In addition, students' perceptions regarding the use of mobile-based learning media include the use of learning media have a positive influence and impact on students, because students can more easily understand lessons, students feel not bored and are not afraid to learn, are more motivated to learn, and become more diligent in studying Chemistry. © 2021 ACM.

16.
13th IEEE Global Engineering Education Conference, EDUCON 2022 ; 2022-March:1539-1543, 2022.
Article in English | Scopus | ID: covidwho-1874200

ABSTRACT

Quality academic training at the different educational levels enhances students' meaningful learning. Due to new requirements of the Covid 19 pandemic, education started to rely more on the use of information and communication technologies. This research article aims to describe and analyze the contribution of the 'flipped classroom' model in the meaningful learning of mathematics through the use and design of web 3.0 digital tools. The methodology implemented was experimental - exploratory research, through a structured questionnaire of 17 questions on the Likert scale, which was validated using Cronbach's alpha statistic with a result of 0.846. The TAM model was applied to measure the acceptance of digital resources in virtual learning and the ADDIE methodology was used in the design and application of the 3.0 technological tools for eighth-grade students of basic general education. The contrast of the hypothesis was made by the statistical test of KolmogorovSmirnov for a sample, where a value less than 0.05 was obtained. Therefore, the results proved that the flipped classroom model contributes to the meaningful learning of mathematics, allowing greater development of 30 students in their daily educational activities. In addition, there was an increase in the frequency of the use of digital documents, multimedia resources, and especially web 3.0 resources developed by the teacher to improve virtual teaching, which enhanced optimal and flexible learning within a social setting. © 2022 IEEE.

17.
2022 International Conference on Decision Aid Sciences and Applications, DASA 2022 ; : 201-205, 2022.
Article in English | Scopus | ID: covidwho-1874161

ABSTRACT

This research has designed and developed a The Role-Play Method Human Augmentation Learning Model to Enhance Digital Content Creator, aiming to study and synthesize the framework for developing role-playing Method Human Augmentation Simulation Learning models to enhance digital content creators and study feasibility. The development approach is a model for managing, studying or reviewing the content of studying in covid-19 situations, there are 50 undergraduate students in digital media technology, Rajamangala University of Technology Tawan-Ok. Research content uses digital film production course content. Digital Media Technology Program in Multimedia Technology, Rajamangala University of Technology Tawan-Ok, 6 lessons, trialled in semester 2, academic year 2022, the method of conducting research is divided into 5 phases: Phase 1 synthesis of conceptual framework for developing The Role-Play Method Human Augmentation Learning Model to Enhance Digital Content Creator Phase 2 Synthesis of substanceist features. The expected benefit is that it competes with Digital Content Creator that are suitable for the context of Thailand. Educational institutions that offer courses in relevant disciplines have guided them with Role-Play learning methods to develop Digital Content Creator. © 2022 IEEE.

18.
5th International Conference on Software and e-Business, ICSEB 2021 ; : 136-141, 2021.
Article in English | Scopus | ID: covidwho-1784900

ABSTRACT

The whole world is currently facing the threat of COVID-19. The rapid changes and uncertainties associated with the virus have led to dramatic changes in social structures, lifestyles and work environments. When there is alienation between people, personal emotion and stress crisis, when people lack opportunities for social activities, digital video media can help relieve personal emotions and work pressure. During the COVID-19 outbreak, individuals rely on a variety of streaming video and audio platforms for their stress and emotional expression. Most streaming music platforms have mixed interface operability, unclear architecture logic and excessive hierarchical structure, resulting in poor user experience satisfaction. As people around the world live in a digital transformation amid the COVID-19 pandemic, most companies are focusing on providing digital technology services and optimizing the digital user experience. With streaming platform services and user experience as the focus, 22 people participated in the ease-of-use test of the KKBOX streaming music platform. Based on the new functions of KKBOX, this study evaluated the user operation experience and the ease of use of the interactive interface by optimizing the design of rolling interaction and visual interface. In the COVID-19 epidemic, the personalized digital culture in the digital transformation, remote video communication and various online platform services have become a new life mode. © 2021 ACM.

19.
4th International Conference on Communication, Information and Computing Technology, ICCICT 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1709245

ABSTRACT

With the current onset of the Coronavirus pandemic social interaction has been deeply affected. However, social media and micro-blogging platforms like Twitter are becoming more of relevance to the masses to express their feelings, opinions, concerns and problems. A large amount of data is generated in this process which may be highly valuable in deriving deep insights about the effects of the pandemic on the people. With modern technological tools like data mining, data processing and APIs, harnessing this sea of data has become more of a possibility. Moreover, with the application of advanced machine learning tools like sentiment analysis, understanding the people’s mindset behind the tweet has also become a possibility. The study oversees the development of a web based interface for connecting two sections of the society: one which is in need of help and the other with the desire to help. In this study, we aim to utilise data analysis and advanced machine learning techniques like RoBERTa(Robustly Optimised BERT pre-training Approach) and CNN-RoBERTa Sentiment Extraction to incorporate methods like sentiment analysis, frequency distribution and comparative analysis on data found from social media for efficient comparison on the effects of COVID-19 in India while also developing a web-based interface for effective exposition and insights over the crisis. © 2021 IEEE

20.
Online Information Review ; 2022.
Article in English | Scopus | ID: covidwho-1672534

ABSTRACT

Purpose: This study aims to explore the effectiveness of the e-learning solutions adopted during the COVID-19 pandemic based on teachers' and students' opinions in Saudi higher education. Design/methodology/approach: This study was performed during the 2021 academic year and involved a survey approach to analyze the effectiveness of Saudi e-learning solutions adopted during the COVID-19 pandemic. Subjective opinions were collected from a sample of 106 teachers and 1,196 students. Findings: The teachers disagreed that online courses provide students with multiple opportunities to track their learning progress with timely feedback, with an arithmetic mean of 2.566 and a standard deviation of 1.627. Moreover, the students disagreed that the use of multimedia facilitates the ease of learning and knowledge extraction from online resources, with an arithmetic mean of 2.443 and a standard deviation of 1.633. Generally, the study implies that today during the COVID-19 pandemic, we need to exploit the power of multimedia tools to bring out knowledge from online learning resources such as images, animations, simulations, video and hypermedia. Based on the results, we need to concentrate on exploiting the power of hypertext systems used in flexible online instruction to enable flexible thinking for online students. Therefore, the e-learning process must favor cognitive flexibility and foster knowledge acquisition for students in the context of e-learning during the COVID-19 pandemic. Originality/value: The findings may be useful in discovering the degree of effectiveness of Saudi e-learning solutions during the spread of the COVID-19 pandemic. © 2021, Emerald Publishing Limited.

SELECTION OF CITATIONS
SEARCH DETAIL