Title: | Associate professor |
Location: | 3 (Rovinjska 14) |
E-mail: | |
Department: | Faculty of Informatics in Pula |
Graduation year: | 2005 |
PhD graduation year: | 2013 |
Employed since: | 2015 |
undergraduate
graduate
Exploring the Antecedents of Verificator Adoption
Perceived quality of source code version control system by students of informatics
Development of a system for managing time tables
Task-Technology Fit and Continuance of Use of Web- based Programming Tool: A Pilot Study
Modelling the Adoption of the Version Control System: An Empirical Study
Brewing control system
Computer Games: From Idea to Publisher
Evaluating the Quality of Social Web Applications Using the LSP Method
Evaluating the Interplay of User Experience Facets in the Context of Social Web Applications
Exploring the Acceptance of the Web-based Coding Tool in an Introductory Programming Course: A Pilot Study
Perceived Hedonic and Content Quality of Social Networking Sites
Development of 2D Game with Construct 2
Development of Android Application for Gender, Age and Face Recognition Using OpenCV
Utilizing Apple’s ARKit 2.0 for Augmented Reality Application Development
Measuring Hedonic and Content Quality of Social Networking Sites Used in Interactive Learning Ecosystems
Making a Computer Game in GameMaker Environment
Features of Vue.js Framework and its Packages
An Example of a Development - Vehicle Service Management System
Objective and Subjective Metrics Meant for Evaluating Quality of Social Web Applications
Modelling an interplay of adoption determinants with respect to social Web applications used in massive online open courses
Examining Cloud Computing Applications from the Perspectives of Privacy and Unified Theory of Acceptance and Use of Technology
User Experience Design and Architecture of IoT Ecosystem Employed in Students' Activities Tracking
Learning to Code and Collaborate in a Web Environment
The Antecedents of Intelligent Personal Assistants Adoption
Employing Fuzzy AHP to Determine Relevance of Criteria Constituting the Quality of Social Web Applications
Using Analytic Hierarchy Process to Select the Most Appropriate Tool for Learning Programming
Development and Evaluation of an Application for Sharing Information About Courses
User Experience Evaluation of 2D Side-Scrolling Game Developed Using Overlap2D Game Editor and LibGDX Game Engine
Creating a Tabletop Game Prototype in Unreal Engine 4
Measuring Quality of an Indie Game Developed Using Unity Framework
Perceived User Experience and Performance of Intelligent Personal Assistants Employed in Higher Education Settings
Evaluating Relevant UX Dimensions with Respect to IoT Ecosystem Intended for Students' Activities Tracking and Success Prediction
Development of an indie game in Unity 3D environment and its placement on the Google Play store
Programming the Device for the Internet of Things
Additive technology and 3D printing industry
Applying Process Mining Techniques to Learning Management Systems for Educational Process Model Discovery and Analysis
Modelling the Perceived Pragmatic and Hedonic Quality of Intelligent Personal Assistants
Identifying the Relevance of Quality Dimensions Contributing to Universal Access of Social Web Applications for Collaborative Writing on Mobile Devices: An Empirical Study
The Usage of UTAUT Model for Digital Audio Workstation User Experience Evaluation
Identifying Relevance of Security, Privacy, Trust, and Adoption Dimensions Concerning Cloud Computing Applications Employed in Educational Settings
Importance of the future entrepreneurs' computer literacy development for the implementation of cloud services as a foundation of improved competitiveness in the labor market
Perceived Security and Privacy of Cloud Computing Applications Used in Educational Ecosystem
Features and Quality of a Mobile Application Employed in a Speech-Language Therapy
Exploring the Determinants Affecting the Adoption of Social Web Applications Used in Massive Online Open Courses
Qualitative Approach to Determining the Relevant Facets of Mobile Quality of Educational Social Web Applications
Selecting the Most Appropriate Web IDE for Learning Programming Using AHP
Mobile Quality of Social Web Applications Designed for Collaborative Writing
Inspecting the quality of educational video artefacts employed in speech-language pathology Telerehabilitation: a pilot study
Identifying Relevant Dimensions for the Quality of Web Mashups: An Empirical Study
Educational Artefacts as a Foundation for Development of Remote Speech-Language Therapies
Dynamic Frames Based Generation of 3D Scenes and Applications
Users' Needs in Telehealth Speech-Language Pathology Services
Evaluating the Quality of Games Designed for Learning Programming by Students with Different Educational Background: An Empirical Study
Dynamic Frames-Based Generation of Web 2.0 Applications
Inspecting Quality of Games Designed for Learning Programming
Evaluation of User Experience in Interaction with Computer Games
Advantages and disadvantages of using Web 2.0 applications for e-learning in hybrid courses at higher education institutions
Information Systems Development: Transforming Organisations and Society through Information Systems (Book of Abstracts and Conference Programme of the 23rd International Conference on Information Systems Development (ISD2014 Croatia))
Using SCT Generator and Unity in Automatic Generation of 3D Scenes and Applications
Predicting Students’ Continuance Intention Related to the Use of Collaborative Web 2.0 Applications
Perceived Quality of Verificator in Teaching Programming
Subjective and Objective Assessment of Mashup Tools
Exploring the Validity of an Instrument to Measure the Perceived Quality in Use of Web 2.0 Applications with Educational Potential
Methodology for Evaluating the Quality in Use of Web 2.0 applications
Evaluating the Perceived and Estimated Quality in Use of Web 2.0 Applications
Towards a Framework for Usability Evaluation of Educational Artifacts created with Web 2.0 Applications: A Pilot Study
Examining the Quality in Use of Web 2.0 Applications: A Three-Dimensional Framework
Development and Validation of an Instrument to Measure the Usability of Educational Artifacts Created with Web 2.0 Applications
Exploring the Hedonic Quality of Slow Technology
Building Process of SCT Generators
Autogenerator : Generation and Execution of Programming Code on Demand
Thinking outside the task: Learner autonomy and creativity in Web 2.0-based dialogic spaces
Integrating culture into a Business English course: Students’ perspective on a collaborative online writing project
E-learning with Web 2.0 Tools: What Can('t) Go Wrong
Acceptance of Verificator by Information Science Students
Towards Software Autogeneration
The integration and assessment of students' artefacts created with diverse Web 2.0 applications
ViSA: Visualization of Sorting Algorithms
Exploring the Quality in Use of Web 2.0 Applications: The Case of Mind Mapping Services
Taxonomy of Web 2.0 Applications with Educational Potential
Error Messaging in Generative Programming
Evaluation of Student Programming Assignments in Online Environments
Development of a Methodology for Evaluating the Quality in Use of Web 2.0 Applications
Strategies for implementation of Web 2.0 tools in academic education
An Analysis of Novice Compilation Behavior using Verificator
Implementing a Logic System for Testing Functional Independent Normal Form in Relational Databases
Perceived Quality of Cloud Based Applications for Collaborative Writing
The Evaluation of the Use of Online Community Tool Ning for Support of Student Interaction and Learning
Evaluation of Web 2.0 Tools in the e-Learning Context: Case Studies Related to Pedagogy and Usability
Automatic On-line Generation of Student's Exercises in Teaching Programming
Web Usability Evaluation Methods
Proposal for a Set of Quality Attributes Relevant for Web 2.0 Application Success
Verificator: Educational Tool for Learning Programming
Design Patterns – education and classification challenge
New Approaches and Tools in Teaching Programming
In Search of an Improved BoM and MRP Algorithm
Web 2.0 in Education and Potential Factors of Web 2.0 Use by Students of Information Systems
Project decomposition and time schedule
1957-2007: 50 Years of Higher Order Programming Languages
Mobile location based service for location and presentation of cultural heritage objects and Web 2.0 technologies
Detecting Computer Code Plagiarism in Higher Education
IT users' awareness about the need of strong passwords creation
Java Applications Development Based on Component and Metacomponent Approach
Factors and predictors of online security and privacy behavior
Detecting code re-use potential
Introducing CaCM: toward new students collaboration model
Application development using design patterns
Usage of Web 2.0 technologies in business
OCL as prerequisite of automated source code generation
Determination of optimal security settings for LMS Moodle
Web 2.0 technologies in university education
Modular Approach in Integration of ICT Technologies into Mobile Heart-Work Monitoring System
Security and Privacy Related Online Behavior of Experienced ICT Users
Web oriented applications generator development through reengineering process
Choosing the most appropriate simulation method for business process modelling using AHP method
The assessment and development of quality in e-learning
Web 2.0 and the evolution of e-learning
PHP Scripts Generator for Remote Database Administration based on C++ Generative Objects
E-learning 2.0 tools
Quality development in e-learning
Secure Web Applications?
Personal selling with an example of international companies