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Ibrahim, E.N.M
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Ibrahim, E.N.M
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Ibrahim, E.N.M
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1
A preliminary study on 3600 immersive virtual reality (IVR) vs non-immersive virtual reality (N-IVR) of event marketing
by
Ibrahim
,
E.N.M
,
Juhari, S.
Published 2019
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2
Exploring gamification design elements for mental health support
by
Ibrahim
,
E.N.M
,
Jamali, N.
,
Suhaimi, A.I.H
Published 2021
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3
Potential motivational factors of technology usage for indigenous people in Peninsular Malaysia
by
Ang, C.S
,
Ibrahim
,
E.N.M
,
Noor, N.L.M
,
Walid, N.
Published 2017
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Related Subjects
3600 Video Content
Design elements
Engineering
Experiential Marketing
Gamification
Immersive Virtual Reality (IVR)
Industrial engineering
Mental health
Motivation
Non-Immersive Virtual Reality
Orang Asli
Technology usages
Thematic analysis
benefits delivery
culture preservation
enjoyment
indigenous needs requirement
technology usage
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