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 | 55 | 2016 |
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 | 27 | 2019 |
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 | 14 | 2014 |
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 | 12 | 2009 |
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 | 12 | 2009 |
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 | 11 | 2023 |
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 | 11 | 2014 |
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 | 8 | 2014 |
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 | 8 | 2014 |
Empirical analysis of the influence of gamification on employees ‘behaviour I Hamza, S Tóvölgyi Dynamic Relationships Management Journal 11 (2), 71-78, 2022 | 4 | 2022 |
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 | 3 | 2022 |
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 | 2 | 2016 |
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 | 1 | 2022 |
MEASURING GAMIFICATION INFLUENCE ON EMPLOYEES’BEHAVIOUR I Hamza, S Tóvölgyi | 1 | |
Changing Consumer Preferences in the Prefabricated Housing Sector in Hungary: Construction Companies' Experiences and Statistical Data on Consumer Behaviour K Csernák-Csorba, S Tóvölgyi Periodica Polytechnica Social and Management Sciences, 2024 | | 2024 |
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 |
Experience-Based Courses in the Product Management Specialization of the Engineering Management Bachelor Program E LÓGÓ, S TÓVÖLGYI, K KAPUSY | | |