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A Marketing Tool Based on Games for Smart Devices.

Pantelis ChristodoulouIoannis DiamantisStamatis DragoumanosAthanasios Kakarountas
Published in: Panhellenic Conference on Informatics (2014)
Keyphrases
  • smart devices
  • daily life
  • smart phones
  • embedded devices
  • ubiquitous computing
  • decision making
  • human computer interaction
  • copyright protection