Criminal and offensive behavior involving multiuser virtual worlds
Internal Control in Swedish Small and Medium Size Enterprises
Structure and relationships within global manufacturing virtual networks
Game design as marketing: How game mechanics create demand for virtual goods
Applications of Fuzzy Technology in Business Intelligence
Inferring Internet AS Relationships Based on BGP Routing Policies
Avatar-based innovation : How avatars experience co-creation projects in Second Life
Paving the way to e-services: Innovation through online games
Consistency and the core of multi-sided assignment markets
Animation of a High-Definition 2d Fighting Game Character
Study of collaborative management of supply chain in an IT environment
Express company’s vehicle routing optimization by multiple-dynamic saving algorithm
Inventory control policy of preventive lateral transshipment between retailers in multi periods
Development of double auction mechanisms and platform for perishable supply chain trading (PSCT)
Game Environment Creation : Efficient and Optimized Working Methods
Visual Perception in Autonomous Vehicles ; Visuell uppfattning i autonoma fordon
Virtual Reality in Marketing—An explorative study
Designing a Virtual Reality Psychological Game
SELECTION OF ENTERPRISE ARCHITECTURE BASED ON AGILE PARAMETERS FOR SCM-BASED CASE STUDY
The Activity-based Workspace Effect on Organisational Behaviour : A Case Study of Kognity
The future digital work force: Robotic Process Automation (Rpa)
From simulation to real-world robotic mobile fulfillment systems
Service robots’ feasibility in the hotel industry: A case study of Hotel Presidentti
Virtual leadership: Moving teams online during the covid-19 crisis
A data-driven model for mobile game new version update evaluation
Selection factors for behavioral intention regarding electric vehicles in Norway
Governance models for robotic process automation: The case of Nordea Bank
Multi-layer agility: a proposed concept of business agility in organizational behavior perspective