A survey on active learning and human-in-the-loop deep learning for medical image analysis

S Budd, EC Robinson, B Kainz - Medical image analysis, 2021 - Elsevier
Fully automatic deep learning has become the state-of-the-art technique for many tasks
including image acquisition, analysis and interpretation, and for the extraction of clinically …

Visualization in virtual reality: a systematic review

EH Korkut, E Surer - Virtual Reality, 2023 - Springer
Rapidly growing virtual reality (VR) technologies and techniques have gained importance
over the past few years, and academics and practitioners have been searching for efficient …

The Open Innovation in Science research field: a collaborative conceptualisation approach

S Beck, C Bergenholtz, M Bogers… - Industry and …, 2022 - Taylor & Francis
Openness and collaboration in scientific research are attracting increasing attention from
scholars and practitioners alike. However, a common understanding of these phenomena is …

Students' learning performance and perceived motivation in gamified flipped-class instruction

Z Zainuddin - Computers & education, 2018 - Elsevier
This is a pilot study aimed at examining students' learning performance and perceived
motivation between a gamified flipped classroom and a non-gamified flipped classroom …

Citizens and cities: Leveraging citizen science and big data for sustainable urban development

F Cappa, S Franco, F Rosso - Business Strategy and the …, 2022 - Wiley Online Library
Citizen science (CS), that is, the involvement of citizens in data collection or analysis for
research projects, is becoming more widespread. This is due to the increasing digitalization …

Analysis of gamification models in education using MDA framework

GP Kusuma, EK Wigati, Y Utomo… - Procedia Computer …, 2018 - Elsevier
Gamification nowadays is being one of techniques that can increase motivation and
encourage the involvement of users, particularly in education domain that requires teaching …

A bibliometric analysis of gamification research

M Trinidad, M Ruiz, A Calderon - IEEE Access, 2021 - ieeexplore.ieee.org
Gamification has rapidly emerged as one of the favorite persuasive technologies widely
used with the aim of promoting a positive change in the user's behavior by means of …

The impact of product and reward types in reward-based crowdfunding

F Cappa, S Franco, E Ferrucci… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
This article explores the impact of different types of products and rewards on the amount of
funds raised in reward-based crowdfunding (RBCF). Specifically, we have analyzed two …

Nudging and citizen science: The effectiveness of feedback in energy-demand management

F Cappa, F Rosso, L Giustiniano, M Porfiri - Journal of Environmental …, 2020 - Elsevier
Nudging is a framework for directing individuals toward better behavior, both for personal
and societal benefits, through heuristics that drive the decision-making process but without …

[HTML][HTML] Innovations in camera trap** technology and approaches: The integration of citizen science and artificial intelligence

SE Green, JP Rees, PA Stephens, RA Hill, AJ Giordano - Animals, 2020 - mdpi.com
Simple Summary Camera traps, also known as “game cameras” or “trail cameras”, have
increasingly been used in wildlife research over the last 20 years. Although early units were …