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bibliografia.txt
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https://ourworldindata.org/rise-of-social-media Εικόνα
https://s21.q4cdn.com/399680738/files/doc_financials/2019/q4/Q4-2019-Earnings-Presentation-_final.pdf Daily Facebook Users
https://www.youtube.com/about/press/ 2 Bilion users per month
https://s22.q4cdn.com/826641620/files/doc_financials/2019/q1/Q1-2019-Selected-Company-Metrics-and-Financials.pdf Twitter Statistics
http://www.ebizmba.com/articles/social-networking-websites
https://www.techtarget.com/searchdatamanagement/definition/relational-database Codd inventor of MySQL
Diafora links
https://nemertes.lis.upatras.gr/jspui/bitstream/10889/9710/3/Karpodinis%28ele%29.pdf
https://www.researchgate.net/profile/Voula_Giouli/publication/284717621_DEVELOPING_LANGUAGE_RESOURCES_FOR_SENTIMENT_ANALYSIS_IN_GREEK/links/5656f79d08aeafc2aac0acb3/DEVELOPING-LANGUAGE-RESOURCES-FOR-SENTIMENT-ANALYSIS-IN-GREEK.pdf
http://dspace.lib.ntua.gr/xmlui/bitstream/handle/123456789/43285/mastrapas_sentiment.pdf?sequence=1&isAllowed=y
{
Alec Go, Richa Bhayani and Lei Huang, Twitter Sentiment Classification using Distant Supervision, CS224N Project Report, Stanford, 2009.
https://s3.amazonaws.com/academia.edu.documents/34632156/Twitter_Sentiment_Classification_using_Distant_Supervision.pdf?response-content-disposition=inline%3B%20filename%3DTwitter_Sentiment_Classification_using_D.pdf&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAIWOWYYGZ2Y53UL3A%2F20200212%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20200212T060115Z&X-Amz-Expires=3600&X-Amz-SignedHeaders=host&X-Amz-Signature=528af0cb4c155741011721692cdaa46bb299ab671a4993e60a8e21ac3c504ce6
}
{
Ortony, Andrew; Clore, G; Collins, A (1988). The Cognitive Structure of Emotions (PDF). Cambridge Univ. Press.
https://www.researchgate.net/publication/202304316_The_Cognitive_Structure_of_Emotion
}
https://news.xbox.com/en-us/2019/05/17/minecraft-ten-years/ Minecraft Sales
Κουφού, Δ. (2015). Ανάλυση τεχνικών Gamification, σχεδίαση γενικού μοντέλου και εφαρμογή σε τεχνικές ανάπτυξης καινοτόμων προϊόντων και υπηρεσιών. Αθήνα: Εθνικό Μετσόβιο Πολυτεχνείο, Σχολή Ηλεκτρολόγων Μηχανικών και Μηχανικών Υπολογιστών Τομέας Ηλεκτρικών Βιομηχανικών (διπλωματική εργασία).
Gee, J. P. (2004). Situated Language and Learning. A critique of traditional schooling. New York and London: Routledge.
Kiryakova, G., Angelova, N. & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games. Journal of Educational Multimedia and Hypermedia, 16(3), 263.
de Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. Bristol, UK: Joint Information Systems Committee (JISC) E-Learning Programme.
Klopfer, E., Osterweil, S. & Salen, K. (2009). Moving Learning Games Forward, Obstacles Opportunities & Openness. The Education Arcade. Massachusetts Institute of Technology.