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School of Humanities and Arts
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以科技接受模式探討自費出版電子書的購買意願
以科技接受模式探討記帳應用程式之獎懲機制設計
電子書平台介面設計對使用者經驗與購買意圖之影響
The Effect of Character Design on C...
Using a Mobile Phone App as a Teach...
CrowbarLimbs: A Fatigue-reducing VR...
Using a Playability Scale to Modify...
The Effect of User Interface on Exp...
藝術教育的伊底帕斯情結
寫實繪畫技術的後設探討
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Showing items 1-25 of 46. (2 Page(s) Totally)
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Date
Title
Authors
2021
The Effect of User Interface on Experiential Value for E-Book Platforms Users
Tsai, Y. S., Li, E. C., Yeh, C. -L
2021
電子書平台介面設計對使用者經驗與購買意圖之影響
蔡晏姍、李佳穎、葉志良
2020
Using a Playability Scale to Modify Mobile Games for Reducing Players’ Addictive Intention: A Mobile Game as an Example.
Li, E. C., Chen, S. -Y., Lin, Y. -S., Lee, Y -Z., Huang, Y. -C., Wen, J. -Y., Syu, F. -Y.
2020
CrowbarLimbs: A Fatigue-reducing VR Typing System
Bakar, M. A., Hsueh, H. H., Tsai, Y. -T., Li, E. C.
2019
Using a Mobile Phone App as a Teaching Aid for Aesthetics Education: Case Study of a Photography Course at a Taiwanese Junior High School
Wu, S. -C., Li, E. C.
2019
以科技接受模式探討記帳應用程式之獎懲機制設計
呂昕妮、李佳穎
2018
The Effect of Character Design on Character Identification for Mobile Games
Li, E. C., Liang, Y. -W., Lu, H. -N., Chen, J. -Y.
2018
以科技接受模式探討自費出版電子書的購買意願
蔡晏珊、李佳穎
2014
The Design of Wall Colors in Art Exhibitions.
蕭惠君
;
Hsiao, Hui-Chun
2013-10
Using Machinima as a Method for Color Practice and Digital Narrative Creation
蕭惠君
;
Hui-Chun Hsiao
2013
Using Machinima as a Method for Color Practice and Digital Narrative Creation.
蕭惠君
;
Hsiao, Hui-Chun
2012
當代版畫藝術教育課題
林雪卿
2012
承先啟後─十青版畫會
林雪卿
2010
見證台灣現代版畫發展進程─十青版畫會36周年
林雪卿
2010
我的版畫創作
林雪卿
2010
我的版畫藝術
林雪卿
2010
數位學習的經驗設計原則
蕭惠君
2009
我的版畫創作
林雪卿
2009
臺灣現代版畫藝術發展狀況
林雪卿
2009
Reflective learning through playing digital game the Sims 2.
蕭惠君
;
Hsiao, Hui-Chun
2009
數位遊戲的玩遊解放運動:機造影片的新時代
蕭惠君
2008
版印樂活
林雪卿
2008
謝里法的版畫藝術
林雪卿
2007
A brief review of digital games and learning.
蕭惠君
;
Hsiao, Hui-Chun
2006
WebQuest網路探索教學在台灣實作與教學之現狀分析研究
何貴良
;
吳宜澄
;
林明昌
;
蔡明崇
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