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Sarolta Tóvölgyi
Sarolta Tóvölgyi
Budapesti University of Technology and Economics
Verified email at erg.bme.hu - Homepage
Title
Cited by
Cited by
Year
The introduction of gamification: A review paper about the applied gamification in the smartphone applications
Á Tóth, S Tóvölgyi
2016 7th IEEE International Conference on Cognitive Infocommunications …, 2016
492016
Eye-tracking-based wizard-of-oz usability evaluation of an emotional display agent integrated to a virtual environment
K Hercegfi, A Komlódi, M Köles, S Tóvölgyi
Acta Polytechnica Hungarica 16 (2), 145-162, 2019
242019
Usability related human errors in a collaborative immersive VR environment
E Lógó, BP Hámornik, M Köles, K Hercegfi, S Tóvölgyi, A Komlódi
2014 5th IEEE Conference on Cognitive Infocommunications (CogInfoCom), 243-246, 2014
122014
The effect ofEFQM Framework for Innovation´ on competitiveness in the education sector
S Tóvölgyi
Periodica Polytechnica Social and Management Sciences 17 (2), 97-103, 2009
112009
Usability evaluation by monitoring physiological and other data simultaneously with a time-resolution of only a few seconds
K Hercegfi, M Pászti, S Tóvölgyi, L Izsó
Human-Computer Interaction. New Trends: 13th International Conference, HCI …, 2009
112009
Experiences of a combined psychophysiology and eye-tracking study in VR
M Köles, BP Hámornik, E Lógó, K Hercegfi, S Tóvölgyi
2014 5th IEEE Conference on Cognitive Infocommunications (CogInfoCom), 391-395, 2014
92014
Visual attention and spatial behavior in VR environment: an environmental psychology approach
B Keszei, A Dúll, E Lógó, BP Hámornik, M Köles, S Tóvölgyi, K Hercegfi
2014 5th IEEE Conference on Cognitive Infocommunications (CogInfoCom), 247-250, 2014
82014
The Effect of Gamified E-learning on Employees' Engagement: A Case Study of a Lebanese Bank
I Hamza, S Tóvölgyi
Periodica Polytechnica Social and Management Sciences 31 (1), 80-89, 2023
62023
Collaboration experience in immersive VR environment in the frame of the NeuroCogSpace project
M Köles, K Hercegfi, E Lógó, S Tovölgyi, B Szabó, BP Hámornik, ...
2014 5th IEEE Conference on Cognitive Infocommunications (CogInfoCom), 373-376, 2014
62014
Empirical analysis of the influence of gamification on employees ‘behaviour
I Hamza, S Tóvölgyi
Dynamic Relationships Management Journal 11 (2), 71-78, 2022
32022
Pilot study on applying various research methodologies to investigate the effectiveness of e-learning materials
B Szabó, J Ollé, S László, V Harmat, BG Vaszkun, S Tóvölgyi
Információs társadalom 22 (2), 93-116, 2022
22022
User involvement in the ergonomic development of a medical instrument: a longitudinal case study
S Tóvölgyi
International Journal of Occupational Safety and Ergonomics 22 (2), 207-217, 2016
22016
Measuring Gamification Influence on Student’s Academic Behaviour: The Case of BME Elective Course
I Hamza, S Tóvölgyi, R Raduka
International Conference on Learning and Teaching in the Digital World, 33-46, 2022
2022
E-learning tananyagok hatékonyságának vizsgálata: A tanulók kognitív sajátosságainak és az online környezet oktatás-módszertanának az összefüggései
B Szabó, J Ollé, S László, V Harmat, S Tóvölgyi
Pannon Digitális Pedagógia (E-Tanulás–Távoktatás–Oktatás-informatika) 2 (2 …, 2022
2022
Introduction of a Blood Group Serological Device: Evaluating the Product Development Process Based on User Needs
S Tóvölgyi
Periodica Polytechnica Social and Management Sciences 22 (1), 65-74, 2014
2014
MEASURING GAMIFICATION INFLUENCE ON EMPLOYEES’BEHAVIOUR
I Hamza, S Tóvölgyi
Experience-Based Courses in the Product Management Specialization of the Engineering Management Bachelor Program
E LÓGÓ, S TÓVÖLGYI, K KAPUSY
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Articles 1–17