Abdullateef, B. N., Elias, N. F., Mohamed, H., Zaidan, A., & Zaidan, B. (2016a). An
evaluation and selection problems of OSS-LMS packages. SpringerPlus, 5(1), 248.
Abdullateef, B. N., Elias, N. F., Mohamed, H., Zaidan, A. A., & Zaidan, B. B. (2016b). An
evaluation and selection problems of OSS-LMS packages. SpringerPlus, 5(1), 248.
Retrieved from https://doi.org/10.1186/s40064-016-1828-y. doi:10.1186/s40064-
016-1828-y
Adunlin, G., Diaby, V., & Xiao, H. (2015). Application of multicriteria decision analysis
in health care: a systematic review and bibliometric analysis. Health Expectations,
18(6), 1894-1905.
Ahmad, W. N. K. W., Rezaei, J., Sadaghiani, S., & Tavasszy, L. A. (2017). Evaluation of
the external forces affecting the sustainability of oil and gas supply chain using Best
Worst Method. Journal of Cleaner Production, 153, 242-252.
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented
reality for education: A systematic review of the literature. Educational Research
Review, 20, 1-11.
Akin, N. T. A., & Gokturk, M. (2019). Comparison of the Theory of Mind Tests on the
Paper, 2D Touch Screen and Augmented Reality Environments on the Students
With Neurodevelopmental Disorders. IEEE Access, 7, 52390-52404.
Alamoodi, A., Zaidan, B., Zaidan, A. A., Samuri, S. M., Ismail, A. R., Zughoul, O., . . .
Chyad, M. (2019). A review of data analysis for early-childhood period: taxonomy,
motivations, challenges, recommendation, and methodological aspects. IEEE
Access, 7, 51069-51103.
Albahri, A., Albahri, O., Zaidan, A., Zaidan, B., Hashim, M., Alsalem, M., . . . Enaizan, O.
(2019). Based multiple heterogeneous wearable sensors: A smart real-time health
monitoring structured for hospitals distributor. IEEE Access, 7, 37269-37323.
Albahri, O., Albahri, A., Zaidan, A., Zaidan, B., Alsalem, M., Mohsin, A., . . . Enaizan, O.
(2019). Fault-tolerant mHealth framework in the context of IoT-based real-time
wearable health data sensors. IEEE Access, 7, 50052-50080.
Aldlaigan, A. H., & Buttle, F. A. (2002). SYSTRA‐SQ: a new measure of bank service
quality. International journal of service industry management.
Alshafeey, G. A., Lakulu, M. M., Chyad, M., Abdullah, A., & Salem, G. (2019).
Augmented Reality for the Disabled: Review Articles. Journal of ICT in Education,
1, 46-57.
AlShifay, G., Udofia, J., Zuhair, I., & Hassan, H. DESKTOP VIRTUALISATION AS A
TOOL TO SUPPORT IT VIRTUAL TEAM. RESEARCH JOURNAL, 104.
Altinpulluk, H. (2019). Determining the trends of using augmented reality in education
between 2006-2016. Education and Information Technologies, 24(2), 1089-1114.
Andrea, R., Lailiyah, S., & Agus, F. (2019). " Magic Boosed" an elementary school
geometry textbook with marker-based augmented reality. Telkomnika, 17(3), 1242-
1249.
Ar, I. M., & Kurtaran, A. (2013). Evaluating the relative efficiency of commercial banks
in Turkey: An integrated AHP/DEA approach. International Business Research,
6(4), 129.
Aruldoss, M., Lakshmi, T. M., & Venkatesan, V. P. (2013). A survey on multi criteria
decision making methods and its applications. American Journal of Information
Systems, 1(1), 31-43.
Ashour, O. M., & Okudan, G. E. (2010). Fuzzy AHP and utility theory based patient sorting
in emergency departments. International Journal of Collaborative Enterprise, 1(3-
4), 332-358.
Azadeh, A., Asadzadeh, S. M., & Tanhaeean, M. (2017). A consensus-based AHP for
improved assessment of resilience engineering in maintenance organizations.
Journal of Loss Prevention in the Process Industries, 47, 151-160.
Azeez, D., Ali, M. A. M., Gan, K. B., & Saiboon, I. (2013). Comparison of adaptive neurofuzzy
inference system and artificial neutral networks model to categorize patients
in the emergency department. SpringerPlus, 2(1), 416.
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual
Environments, 6(4), 355-385.
Baltussen, R., & Niessen, L. (2006). Priority setting of health interventions: the need for
multi-criteria decision analysis. Cost effectiveness and resource allocation, 4(1),
14.
Baños, R. M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., & Rey, B. (2004).
Immersion and emotion: their impact on the sense of presence. Cyberpsychology &
behavior, 7(6), 734-741.
Behzadian, M., Otaghsara, S. K., Yazdani, M., & Ignatius, J. (2012). A state-of the-art
survey of TOPSIS applications. Expert Systems with Applications, 39(17), 13051-
13069.
Belton, V., & Stewart, T. (2002). Multiple criteria decision analysis: an integrated
approach: Springer Science & Business Media.
Bian, Y., Yang, C., Gao, F., Li, H., Zhou, S., Li, H., . . . Meng, X. (2016). A framework
for physiological indicators of flow in VR games: construction and preliminary
evaluation. Personal and Ubiquitous Computing, 20(5), 821-832.
Bronack, S. C. (2011). The role of immersive media in online education. The Journal of
Continuing Higher Education, 59(2), 113-117.
Bursali, H., & Yilmaz, R. M. (2019). Effect of augmented reality applications on secondary
school students' reading comprehension and learning permanency. Computers in
Human Behavior, 95, 126-135.
Cai, S., Chiang, F.-K., Sun, Y., Lin, C., & Lee, J. J. (2017). Applications of augmented
reality-based natural interactive learning in magnetic field instruction. Interactive
Learning Environments, 25(6), 778-791.
Cai, S., Liu, E., Yang, Y., & Liang, J. C. (2019). Tablet‐based AR technology: Impacts on
students’ conceptions and approaches to learning mathematics according to their
self‐efficacy. British Journal of Educational Technology, 50(1), 248-263.
Cai, S., Wang, X., & Chiang, F.-K. (2014). A case study of Augmented Reality simulation
system application in a chemistry course. Computers in Human Behavior, 37, 31-
40.
Cakir, R., & Korkmaz, O. (2019). The effectiveness of augmented reality environments on
individuals with special education needs. Education and Information Technologies,
24(2), 1631-1659.
Campanella, G., & Ribeiro, R. A. (2011). A framework for dynamic multiple-criteria
decision making. Decision Support Systems, 52(1), 52-60.
Cavallini, C., Giorgetti, A., Citti, P., & Nicolaie, F. (2013). Integral aided method for
material selection based on quality function deployment and comprehensive
VIKOR algorithm. Materials & Design, 47, 27-34.
Chang, H.-Y., Hsu, Y.-S., & Wu, H.-K. (2016). A comparison study of augmented reality
versus interactive simulation technology to support student learning of a socioscientific
issue. Interactive Learning Environments, 24(6), 1148-1161.
Chang, R.-C., Chung, L.-Y., & Huang, Y.-M. (2016). Developing an interactive augmented
reality system as a complement to plant education and comparing its effectiveness
with video learning. Interactive Learning Environments, 24(6), 1245-1264.
Chang, S.-C., & Hwang, G.-J. (2018). Impacts of an augmented reality-based flipped
learning guiding approach on students’ scientific project performance and
perceptions. Computers & Education.
Chen, C.-H., Lee, I.-J., & Lin, L.-Y. (2016). Augmented reality-based video-modeling
storybook of nonverbal facial cues for children with autism spectrum disorder to
improve their perceptions and judgments of facial expressions and emotions.
Computers in Human Behavior, 55, 477-485.
Chen, C.-p., & Wang, C.-H. (2015). Employing augmented-reality-embedded instruction
to disperse the imparities of individual differences in earth science learning.
Journal of Science Education and Technology, 24(6), 835-847.
Chen, J. A., Metcalf, S. J., & Tutwiler, M. S. (2014). Motivation and beliefs about the
nature of scientific knowledge within an immersive virtual ecosystems
environment. Contemporary Educational Psychology, 39(2), 112-123.
Chen, N., Lin, J., Hoi, S. C., Xiao, X., & Zhang, B. (2014). AR-miner: mining informative
reviews for developers from mobile app marketplace. Paper presented at the
Proceedings of the 36th international conference on software engineering.
Chen, P., Liu, X., Cheng, W., & Huang, R. (2017). A review of using Augmented Reality
in Education from 2011 to 2016. In Innovations in Smart Learning (pp. 13-18):
Springer.
Chen, Y.-H., & Wang, C.-H. (2018). Learner presence, perception, and learning
achievements in augmented–reality–mediated learning environments. Interactive
Learning Environments, 26(5), 695-708.
Cheng, K.-H. (2018). Surveying Students’ Conceptions of Learning Science by
Augmented Reality and their Scientific Epistemic Beliefs. Eurasia Journal of
Mathematics, Science and Technology Education, 14(4), 1147-1159.
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: its
hierarchical structure and impact on game‐based science learning. Journal of
Computer Assisted Learning, 31(3), 232-253.
Chiang, T. H.-C., Yang, S. J., & Hwang, G.-J. (2014). An augmented reality-based mobile
learning system to improve students' learning achievements and motivations in
natural science inquiry activities. Educational Technology & Society, 17(4), 352-
365.
Chiang, T. H., Yang, S. J., & Hwang, G.-J. (2014). Students' online interactive patterns in
augmented reality-based inquiry activities. Computers & Education, 78, 97-108.
Chiu, J. L., DeJaegher, C. J., & Chao, J. (2015). The effects of augmented virtual science
laboratories on middle school students' understanding of gas properties. Computers
& Education, 85, 59-73.
Chiu, W.-Y., Tzeng, G.-H., & Li, H.-L. (2013). A new hybrid MCDM model combining
DANP with VIKOR to improve e-store business. Knowledge-Based Systems, 37,
48-61.
Chou, S.-Y., Chang, Y.-H., & Shen, C.-Y. (2008). A fuzzy simple additive weighting
system under group decision-making for facility location selection with
objective/subjective attributes. European Journal of Operational Research, 189(1),
132-145.
Coxon, M., Kelly, N., & Page, S. (2016). Individual differences in virtual reality: Are
spatial presence and spatial ability linked? Virtual Reality, 20(4), 203-212.
Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis
of the effect of immersive technology on user presence. Media Psychology, 19(2),
272-309.
da Silva, M. M., Teixeira, J. M. X., Cavalcante, P. S., & Teichrieb, V. (2019). Perspectives
on how to evaluate augmented reality technology tools for education: a systematic
review. Journal of the Brazilian Computer Society, 25(1), 3.
Dalim, C. S. C., Kolivand, H., Kadhim, H., Sunar, M. S., & Billinghurst, M. (2017). Factors
influencing the acceptance of augmented reality in education: a review of the
literature.
Dawood, K. A., Sharif, K. Y., Zaidan, A., Ghani, A. A. A., Zulzalil, H. B., & Zaidan, B. J.
I. A. (2019). Mapping and Analysis of Open Source Software (OSS) usability for
sustainable OSS product. 7, 65913-65933.
Dede, C. (2009). Immersive interfaces for engagement and learning. science, 323(5910),
66-69.
Dolan, J. G., Boohaker, E., Allison, J., & Imperiale, T. F. (2013). Patients’ preferences and
priorities regarding colorectal cancer screening. Medical Decision Making, 33(1),
59-70.
dos Santos Nunes, E. P., Roque, L. G., & dos Santos Nunes, F. d. L. (2016). Measuring
Knowledge Acquisition in 3D Virtual Learning Environments. IEEE computer
graphics and applications, 36(2), 58-67.
Enyedy, N., Danish, J. A., & DeLiema, D. (2015). Constructing liminal blends in a
collaborative augmented-reality learning environment. International Journal of
Computer-Supported Collaborative Learning, 10(1), 7-34.
Erbas, C., & Demirer, V. (2019). The effects of augmented reality on students' academic
achievement and motivation in a biology course. Journal of Computer Assisted
Learning.
Felnhofer, A., Kothgassner, O. D., Schmidt, M., Heinzle, A.-K., Beutl, L., Hlavacs, H., &
Kryspin-Exner, I. (2015). Is virtual reality emotionally arousing? Investigating five
emotion inducing virtual park scenarios. International Journal of Human-
Computer Studies, 82, 48-56.
Frank, J. A., & Kapila, V. (2017). Mixed-reality learning environments: Integrating mobile
interfaces with laboratory test-beds. Computers & Education, 110, 88-104.
Gan, H. S., Tee, N. Y. K., Bin Mamtaz, M. R., Xiao, K., Cheong, B. H. P., Liew, O. W., &
Ng, T. W. (2018). Augmented reality experimentation on oxygen gas generation
from hydrogen peroxide and bleach reaction. Biochemistry and Molecular Biology
Education, 46(3), 245-252.
Garg, H. (2019). Intuitionistic fuzzy hamacher aggregation operators with entropy weight
and their applications to multi-criteria decision-making problems. Iranian Journal
of Science and Technology, Transactions of Electrical Engineering, 43(3), 597-
613.
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of
augmented reality in educational settings. Virtual Reality, 1-13.
Georgiou, Y., & Kyza, E. A. (2017a). A design-based approach to augmented reality
location-based activities: investigating immersion in relation to student learning.
Paper presented at the Proceedings of the 16th World Conference on Mobile and
Contextual Learning.
Georgiou, Y., & Kyza, E. A. (2017b). The development and validation of the ARI
questionnaire: An instrument for measuring immersion in location-based
augmented reality settings. International Journal of Human-Computer Studies, 98,
24-37.
Georgiou, Y., & Kyza, E. A. (2018). Relations between student motivation, immersion and
learning outcomes in location-based augmented reality settings. Computers in
Human Behavior, 89, 173-181.
Giasiranis, S., & Sofos, L. (2017). Flow Experience and Educational Effectiveness of
Teaching Informatics using AR. Journal of Educational Technology & Society,
20(4), 78-88.
Goff, E. E., Mulvey, K. L., Irvin, M. J., & Hartstone-Rose, A. (2018). Applications of
Augmented Reality in Informal Science Learning Sites: a Review. Journal of
Science Education and Technology, 1-15.
Gopalan, V., Bakar, J. A. A., Zulkifli, A. N., & Alwi, A. (2018). A Review of Augmented
Multimedia Elements in Science Learning. Journal of Telecommunication,
Electronic and Computer Engineering (JTEC), 10(1-10), 87-92.
Grinberg, A. M., Careaga, J. S., Mehl, M. R., & O’Connor, M.-F. (2014). Social
engagement and user immersion in a socially based virtual world. Computers in
Human Behavior, 36, 479-486.
Gul, M., Celik, E., Aydin, N., Gumus, A. T., & Guneri, A. F. (2016). A state of the art
literature review of VIKOR and its fuzzy extensions on applications. Applied Soft
Computing, 46, 60-89.
Gün, E. T., & Atasoy, B. (2017). The effects of augmented reality on elementary school
students’ spatial ability and academic achievement. Egitim ve Bilim, 42(191).
Guo, S., & Zhao, H. (2017). Fuzzy best-worst multi-criteria decision-making method and
its applications. Knowledge-Based Systems, 121(Supplement C), 23-31. Retrieved
from http://www.sciencedirect.com/science/article/pii/S0950705117300114.
doi:https://doi.org/10.1016/j.knosys.2017.01.010
Gupta, H. (2018). Evaluating service quality of airline industry using hybrid best worst
method and VIKOR. Journal of Air Transport Management, 68, 35-47.
Gupta, H., & Barua, M. K. (2017). Supplier selection among SMEs on the basis of their
green innovation ability using BWM and fuzzy TOPSIS. Journal of Cleaner
Production, 152, 242-258.
Guzman, E., El-Haliby, M., & Bruegge, B. (2015). Ensemble methods for app review
classification: An approach for software evolution (n). Paper presented at the 2015
30th IEEE/ACM International Conference on Automated Software Engineering
(ASE).
Hansen, A. H., & Mossberg, L. (2013). Consumer immersion: A key to extraordinary
experiences. In Handbook on the experience economy: Edward Elgar Publishing.
Harncharnchai, A., & Saeheaw, T. (2018). Context-aware learning using augmented reality
and WebQuest to improve students' learning outcomes in history. International
Journal of Innovation and Learning, 23(3), 283-303.
Havlíčková, V., Šorgo, A., Bílek, M., Lamanauskas, V., Šašić, S. Š., Ersozlu, Z. N., . . .
Ersozlu, A. (2018). Can Virtual Dissection Replace Traditional Hands-on
Dissection in School Biology Laboratory Work? Eurasia Journal of Mathematics,
Science and Technology Education, 14(4), 1415-1429.
Hilgerink, M. P., Hummel, M. J., Manohar, S., Vaartjes, S. R., & IJzerman, M. J. (2011).
Assessment of the added value of the Twente Photoacoustic Mammoscope in breast
cancer diagnosis. Medical devices (Auckland, NZ), 4, 107.
Hoehle, H., & Venkatesh, V. (2015). Mobile application usability: conceptualization and
instrument development. Mis Quarterly, 39(2), 435-472.
Hsu, T.-C. (2017). Learning English with augmented reality: Do learning styles matter?
Computers & Education, 106, 137-149.
Huang, T.-C., Chen, C.-C., & Chou, Y.-W. (2016). Animating eco-education: To see, feel,
and discover in an augmented reality-based experiential learning environment.
Computers & Education, 96, 72-82.
Huang, T.-L., & Liao, S.-L. (2017). Creating e-shopping multisensory flow experience
through augmented-reality interactive technology. Internet Research.
Huang, T.-L., & Liao, S. (2015). A model of acceptance of augmented-reality interactive
technology: the moderating role of cognitive innovativeness. Electronic Commerce
Research, 15(2), 269-295.
Huang, T.-L., & Liu, F. H. (2014). Formation of augmented-reality interactive technology's
persuasive effects from the perspective of experiential value. Internet Research.
Huang, Y.-M., & Lin, P. H. (2017). Evaluating students’ learning achievement and flow
experience with tablet PCs based on AR and tangible technology in u-learning.
Library Hi Tech, 35(4), 602-614.
Hudson, S., Matson-Barkat, S., Pallamin, N., & Jégou, G. (2019). With or without you?
Interaction and immersion in a virtual reality experience. Journal of Business
Research, 100, 459-468.
Hung, Y. H., Chen, C. H., & Huang, S. W. (2017). Applying augmented reality to enhance
learning: a study of different teaching materials. Journal of Computer Assisted
Learning, 33(3), 252-266.
Hwang, G.-J., Wu, P.-H., Chen, C.-C., & Tu, N.-T. (2016). Effects of an augmented realitybased
educational game on students' learning achievements and attitudes in realworld
observations. Interactive Learning Environments, 24(8), 1895-1906.
Ibáñez, M.-B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A
systematic review. Computers & Education.
Ibanez, M.-B., Di-Serio, A., Villaran-Molina, D., & Delgado-Kloos, C. (2015). Support for
augmented reality simulation systems: The effects of scaffolding on learning
outcomes and behavior patterns. IEEE Transactions on learning technologies, 9(1),
46-56.
Ibanez, M.-B., Di-Serio, A., Villaran-Molina, D., & Delgado-Kloos, C. (2016). Support for
augmented reality simulation systems: the effects of scaffolding on learning
outcomes and behavior patterns. IEEE Transactions on learning technologies, 9(1),
46-56.
Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with
electromagnetism using augmented reality: Impact on flow student experience and
educational effectiveness. Computers & Education, 71, 1-13.
Jablonsky, J. (2014). MS Excel based software support tools for decision problems with
multiple criteria. Procedia Economics and Finance, 12, 251-258.
Jadhav, A., & Sonar, R. (2009). Analytic hierarchy process (AHP), weighted scoring
method (WSM), and hybrid knowledge based system (HKBS) for software selection:
a comparative study. Paper presented at the 2009 Second International Conference
on Emerging Trends in Engineering & Technology.
Jahan, A., Mustapha, F., Ismail, M. Y., Sapuan, S., & Bahraminasab, M. (2011). A
comprehensive VIKOR method for material selection. Materials & Design, 32(3),
1215-1221.
Joo-Nagata, J., Abad, F. M., Giner, J. G.-B., & García-Peñalvo, F. J. (2017). Augmented
reality and pedestrian navigation through its implementation in m-learning and elearning:
Evaluation of an educational program in Chile. Computers & Education,
111, 1-17.
Jumaah, F., Zadain, A., Zaidan, B., Hamzah, A., & Bahbibi, R. (2018). Decision-Making
Solution based Multi-Measurement Design Parameter for Optimization of GPS
Receiver Tracking Channels in Static and Dynamic Real-Time Positioning
Multipath Environment. Measurement.
Jun, H., XiaoLing, Y., Yi, L., HUANG, W., Jun, C., & DaHu, L. (2019). Comprehensive
Evaluation of Microgrid Planning Scheme based on AHP-Entropy method. Paper
presented at the 2019 IEEE Sustainable Power and Energy Conference (iSPEC).
Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and
augmented reality on visitor experiences in museum. In Information and
communication technologies in tourism 2016 (pp. 621-635): Springer.
Kabir, M. A., Salem, O. A., & Rehman, M. U. (2017). Discovering knowledge from mobile
application users for usability improvement: A fuzzy association rule mining
approach. Paper presented at the 2017 8th IEEE International Conference on
Software Engineering and Service Science (ICSESS).
Kalid, N., Zaidan, A., Zaidan, B., Salman, O. H., Hashim, M., Albahri, O., & Albahri, A.
(2018). Based on real time remote health monitoring systems: a new approach for
prioritization “large scales data” patients with chronic heart diseases using body
sensors and communication technology. Journal of medical systems, 42(4), 69.
Karahalios, H. (2017). The application of the AHP-TOPSIS for evaluating ballast water
treatment systems by ship operators. Transportation Research Part D: Transport
and Environment, 52, 172-184.
Kaur, S., Sehra, S. K., & Sehra, S. S. (2016). A framework for software quality model
selection using topsis. Paper presented at the 2016 IEEE International Conference
on Recent Trends in Electronics, Information & Communication Technology
(RTEICT).
Kaya, İ., Çolak, M., & Terzi, F. (2018). Use of MCDM techniques for energy policy and
decision‐making problems: A review. International Journal of Energy Research,
42(7), 2344-2372.
Kazanidis, I., Palaigeorgiou, G., Papadopoulou, Α., & Tsinakos, A. (2018). Augmented
Interactive Video: Enhancing Video Interactivity for the School Classroom.
Journal of Engineering Science and Technology Review, 11(2), 174-181.
Ke, F., Lee, S., & Xu, X. (2016). Teaching training in a mixed-reality integrated learning
environment. Computers in Human Behavior, 62, 212-220.
Keeney, R. L., & Raiffa, H. (1993). Decisions with multiple objectives: preferences and
value trade-offs: Cambridge university press.
Kim, M. J., & Cho, M. E. (2014). Studying children's tactile problem-solving in a digital
environment. Thinking Skills and Creativity, 12, 1-13.
Kim, S. K., Kang, S.-J., Choi, Y.-J., Choi, M.-H., & Hong, M. (2017). Augmented-Reality
Survey: from Concept to Application. KSII Transactions on Internet & Information
Systems, 11(2).
Kornyshova, E., & Salinesi, C. (2007, 1-5 April 2007). MCDM Techniques Selection
Approaches: State of the Art. Paper presented at the 2007 IEEE Symposium on
Computational Intelligence in Multi-Criteria Decision-Making.
Kourouthanassis, P., Boletsis, C., Bardaki, C., & Chasanidou, D. (2015). Tourists
responses to mobile augmented reality travel guides: The role of emotions on
adoption behavior. Pervasive and Mobile Computing, 18, 71-87.
Küçük, S., Yýlmaz, R. M., & Göktaþ, Y. (2014). Augmented reality for learning English:
Achievement, attitude and cognitive load levels of students. Education &
Science/Egitim ve Bilim, 39(176).
Kuhn, J., Lukowicz, P., Hirth, M., Poxrucker, A., Weppner, J., & Younas, J. (2016).
gPhysics-Using Smart Glasses for Head-Centered, Context-Aware Learning in
Physics Experiments. Paper presented at the TLT.
Kyza, E. A., & Georgiou, Y. (2019). Scaffolding augmented reality inquiry learning: the
design and investigation of the TraceReaders location-based, augmented reality
platform. Interactive Learning Environments, 27(2), 211-225.
Lahby, M., Cherkaoui, L., & Adib, A. (2013). An enhanced-TOPSIS based network
selection technique for next generation wireless networks. Paper presented at the
ICT 2013.
Lai, A. F., Chen, C. H., & Lee, G. Y. (2019). An augmented reality‐based learning
approach to enhancing students’ science reading performances from the perspective
of the cognitive load theory. British Journal of Educational Technology, 50(1),
232-247.
Laine, T. H., & Suk, H. J. (2016). Designing mobile augmented reality exergames. Games
and Culture, 11(5), 548-580.
Lee, I.-J. (2019). Using augmented reality to train students to visualize three-dimensional
drawings of mortise–tenon joints in furniture carpentry. Interactive Learning
Environments, 1-15.
Lee, I.-J., Chen, C.-H., Wang, C.-P., & Chung, C.-H. (2018). Augmented Reality Plus
Concept Map Technique to Teach Children with ASD to Use Social Cues When
Meeting and Greeting. The Asia-Pacific Education Researcher, 27(3), 227-243.
Li, X., & Zhang, Z. (2015). A User-App Interaction Reference Model for Mobility
Requirements Analysis. ICSEA 2015, 170-177.
Li, X., Zhang, Z., & Stefanidis, K. (2018). Sentiment-aware Analysis of Mobile Apps User
Reviews Regarding Particular Updates. Paper presented at the ICSEA 2018.
Liberatore, M. J., & Nydick, R. L. (2008). The analytic hierarchy process in medical and
health care decision making: A literature review. European Journal of Operational
Research, 189(1), 194-207.
Lin, C.-Y., Chai, H.-C., Wang, J.-y., Chen, C.-J., Liu, Y.-H., Chen, C.-W., . . . Huang, Y.-
M. (2016). Augmented reality in educational activities for children with disabilities.
Displays, 42, 51-54.
Lin, H.-C. K., Chen, M.-C., & Chang, C.-K. (2015). Assessing the effectiveness of learning
solid geometry by using an augmented reality-assisted learning system. Interactive
Learning Environments, 23(6), 799-810.
Lindner, C., Rienow, A., & Jürgens, C. (2019). Augmented Reality applications as digital
experiments for education–An example in the Earth-Moon System. Acta
Astronautica.
Liou, H.-H., Yang, S. J., Chen, S. Y., & Tarng, W. (2017). The influences of the 2d imagebased
augmented reality and virtual reality on student learning. Journal of
Educational Technology & Society, 20(3), 110-121.
Lo, H.-W., Liou, J. J., Wang, H.-S., & Tsai, Y.-S. (2018). An integrated model for solving
problems in green supplier selection and order allocation. Journal of Cleaner
Production, 190, 339-352.
Lotfi, F. H., & Fallahnejad, R. (2010). Imprecise Shannon’s entropy and multi attribute
decision making. Entropy, 12(1), 53-62.
Loup-Escande, E., Frenoy, R., Poplimont, G., Thouvenin, I., Gapenne, O., & Megalakaki,
O. (2017). Contributions of mixed reality in a calligraphy learning task: Effects of
supplementary visual feedback and expertise on cognitive load, user experience and
gestural performance. Computers in Human Behavior, 75, 42-49.
Lu, S.-J., & Liu, Y.-C. (2015). Integrating augmented reality technology to enhance
children’s learning in marine education. Environmental Education Research, 21(4),
525-541.
Maalej, W., & Nabil, H. (2015). Bug report, feature request, or simply praise? on
automatically classifying app reviews. Paper presented at the 2015 IEEE 23rd
international requirements engineering conference (RE).
Mahjouri, M., Ishak, M. B., Torabian, A., Manaf, L. A., Halimoon, N., & Ghoddusi, J.
(2017). Optimal selection of Iron and Steel wastewater treatment technology using
integrated multi-criteria decision-making techniques and fuzzy logic. Process
Safety and Environmental Protection, 107, 54-68.
Malczewski, J. (1999). GIS and multicriteria decision analysis: John Wiley & Sons.
Martín-Gutiérrez, J., Mora, C. E., Añorbe-Díaz, B., & González-Marrero, A. (2017).
Virtual technologies trends in education. EURASIA Journal of Mathematics
Science and Technology Education, 13(2), 469-486.
Martins, V. F., Kirner, T. G., & Kirner, C. (2015). Subjective usability evaluation criteria
of augmented reality applications. Paper presented at the International Conference
on Virtual, Augmented and Mixed Reality.
McGloin, R., Farrar, K. M., & Fishlock, J. (2015). Triple whammy! Violent games and
violent controllers: Investigating the use of realistic gun controllers on perceptions
of realism, immersion, and outcome aggression. Journal of communication, 65(2),
280-299.
Medineckienė, M., & Björk, F. (2011). Owner preferences regarding renovation measures–
the demonstration of using multi-criteria decision making. Journal of civil
engineering and management, 17(2), 284-295.
Mills, A. F. (2016). A simple yet effective decision support policy for mass-casualty triage.
European Journal of Operational Research, 253(3), 734-745.
Morschheuser, B., Riar, M., Hamari, J., & Maedche, A. (2017). How games induce
cooperation? A study on the relationship between game features and we-intentions
in an augmented reality game. Computers in Human Behavior, 77, 169-183.
Mountford, V. A., Tchanturia, K., & Valmaggia, L. (2016). “What Are You Thinking
When You Look at Me?” A Pilot Study of the Use of Virtual Reality in Body Image.
Cyberpsychology, Behavior, and Social Networking, 19(2), 93-99.
Mylonas, G., Triantafyllis, C., & Amaxilatis, D. (2019). An Augmented Reality Prototype
for supporting IoT-based Educational Activities for Energy-efficient School
Buildings. Electronic Notes in Theoretical Computer Science, 343, 89-101.
Nafari, J., Arab, A., & Ghaffari, S. (2017). Through the looking glass: Analysis of factors
influencing Iranian student’s study abroad motivations and destination choice.
SAGE Open, 7(2), 2158244017716711.
Nagata, J. J., Giner, J. R. G.-B., & Abad, F. M. (2016). Virtual heritage of the territory:
Design and implementation of educational resources in augmented reality and
mobile pedestrian navigation. IEEE Revista Iberoamericana de Tecnologias Del
Aprendizaje, 11(1), 41-46.
Nilsson, H., Nordström, E.-M., & Öhman, K. (2016). Decision support for participatory
forest planning using AHP and TOPSIS. Forests, 7(5), 100.
Oh, C., Herrera, F., & Bailenson, J. (2019). The Effects of Immersion and Real-World
Distractions on Virtual Social Interactions. Cyberpsychology, Behavior, and Social
Networking, 22(6), 365-372.
Oliveira, M., Fontes, D. B., & Pereira, M. T. R. (2013). Multicriteria decision making: A
case study in the automobile industry.
Opricovic, S., & Tzeng, G.-H. (2004). Compromise solution by MCDM methods: A
comparative analysis of VIKOR and TOPSIS. European Journal of Operational
Research, 156(2), 445-455.
Opricovic, S., & Tzeng, G.-H. (2007). Extended VIKOR method in comparison with
outranking methods. European Journal of Operational Research, 178(2), 514-529.
Pallavicini, F., Pepe, A., & Minissi, M. E. (2019). Gaming in Virtual Reality: What
Changes in Terms of Usability, Emotional Response and Sense of Presence
Compared to Non-Immersive Video Games? Simulation & Gaming, 50(2), 136-
159.
Pamučar, D., Petrović, I., & Ćirović, G. (2018). Modification of the Best–Worst and
MABAC methods: A novel approach based on interval-valued fuzzy-rough
numbers. Expert Systems with Applications, 91, 89-106.
Perez-Sanagustin, M., Hernández-Leo, D., Santos, P., Kloos, C. D., & Blat, J. (2014).
Augmenting reality and formality of informal and non-formal settings to enhance
blended learning. IEEE Transactions on learning technologies, 7(2), 118-131.
Ponners, P. J., & Piller, Y. (2019). Investigating the Impact of Augmented Reality on
Elementary Students’ Mental Model of Scientists. TechTrends, 63(1), 33-40.
Pradhan, L., Zhang, C., & Bethard, S. (2016). Towards extracting coherent user concerns
and their hierarchical organization from user reviews. Paper presented at the 2016
IEEE 17th International Conference on Information Reuse and Integration (IRI).
Pribeanu, C., Balog, A., & Iordache, D. D. (2017). Measuring the perceived quality of an
AR-based learning application: a multidimensional model. Interactive Learning
Environments, 25(4), 482-495.
Qader, M., Zaidan, B., Zaidan, A., Ali, S., Kamaluddin, M., & Radzi, W. (2017). A
methodology for football players selection problem based on multi-measurements
criteria analysis. Measurement, 111, 38-50.
Radu, I. (2014). Augmented reality in education: a meta-review and cross-media analysis.
Personal and Ubiquitous Computing, 18(6), 1533-1543.
Rahmat, H., Zulzalil, H., Ghani, A. A. A., & Kamaruddin, A. (2015). An approach towards
development of evaluation framework for usability of smartphone applications.
Paper presented at the 2015 9th Malaysian Software Engineering Conference
(MySEC).
Rao, A. R. D., Sai, N. V., & Babu, K. P. (2017). An Integrated approach using VIKOR and
ENTROPY methods for a Supplier selection problem. Int. J. Innov. Eng. Technol.,
8(3), 1-9.
Raviv, G., Shapira, A., & Fishbain, B. (2017). AHP-based analysis of the risk potential of
safety incidents: Case study of cranes in the construction industry. Safety science,
91, 298-309.
Read, J. C., & Bohr, I. (2014). User experience while viewing stereoscopic 3D television.
Ergonomics, 57(8), 1140-1153.
Ren, J. (2018). Selection of sustainable prime mover for combined cooling, heat, and power
technologies under uncertainties: An interval multicriteria decision‐making
approach. International Journal of Energy Research, 42(8), 2655-2669.
Rezaei, J. (2015a). Best-worst multi-criteria decision-making method. Omega,
53(Supplement C), 49-57. Retrieved from
http://www.sciencedirect.com/science/article/pii/S0305048314001480.
doi:https://doi.org/10.1016/j.omega.2014.11.009
Rezaei, J. (2015b). Best-worst multi-criteria decision-making method. Omega, 53, 49-57.
Rochlen, L. R., Levine, R., & Tait, A. R. (2017). First person point of view augmented
reality for central line insertion training: A usability and feasibility study.
Simulation in healthcare: Journal of the Society for Simulation in Healthcare,
12(1), 57.
Saaty, T. L. (1977). A scaling method for priorities in hierarchical structures. Journal of
mathematical psychology, 15(3), 234-281.
Saaty, T. L. (1980). The analytic hierarchy process, new york: Mcgrew hill. International,
Translated to Russian, Portuguesses and Chinese, Revised edition, Paperback
(1996, 2000), Pittsburgh: RWS Publications, 9, 19-22.
Saaty, T. L., & Ozdemir, M. S. (2003). Why the magic number seven plus or minus two.
Mathematical and computer modelling, 38(3-4), 233-244.
Saidin, N. F., Halim, N. D. A., & Yahaya, N. (2015). A review of research on augmented
reality in education: Advantages and applications. International education studies,
8(13), 1.
Salman, O., Zaidan, A., Zaidan, B., Naserkalid, & Hashim, M. (2017). Novel methodology
for triage and prioritizing using “big data” patients with chronic heart diseases
through telemedicine environmental. International Journal of Information
Technology & Decision Making, 16(05), 1211-1245.
Sanabria, J. C. (2015). The Gradual Immersion Method (GIM): Pedagogical
Transformation into Mixed Reality. Procedia Computer Science, 75, 369-374.
Sanabria, J. C., & Arámburo-Lizárraga, J. (2017). Enhancing 21st century skills with AR:
Using the gradual immersion method to develop collaborative creativity. Eurasia
Journal of Mathematics, Science and Technology Education, 13(2), 487-501.
Santos, M. E. C., Chen, A., Taketomi, T., Yamamoto, G., Miyazaki, J., & Kato, H. (2014).
Augmented reality learning experiences: Survey of prototype design and
evaluation. IEEE Transactions on learning technologies, 7(1), 38-56.
Sekhavat, Y. A., & Zarei, H. (2018). Sense of immersion in computer games using single
and stereoscopic augmented reality. International Journal of Human–Computer
Interaction, 34(2), 187-194.
Serrai, W., Abdelli, A., Mokdad, L., & Hammal, Y. (2016). An efficient approach for Web
service selection. Paper presented at the 2016 IEEE Symposium on Computers and
Communication (ISCC).
Sherekar, V., Tatikonda, M., & Student, M. (2016). Impact of factor affecting on labour
productivity in construction projects by AHP method. Int. J. Eng. Sci. Comput, 6(6).
Shin, D.-H., & Biocca, F. (2017). Explicating user behavior toward multi-screen adoption
and diffusion. Internet Research.
Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent
can virtual reality stimulate empathy and embodied experience? Computers in
Human Behavior, 78, 64-73.
Shin, D. (2019). How does immersion work in augmented reality games? A user-centric
view of immersion and engagement. Information, Communication & Society, 22(9),
1212-1229.
Shojaei, P., Haeri, S. A. S., & Mohammadi, S. (2018). Airports evaluation and ranking
model using Taguchi loss function, best-worst method and VIKOR technique.
Journal of Air Transport Management, 68, 4-13.
Singh, A. (2014). Major MCDM Techniques and their application-A Review (Vol. 4).
Singh, A., & Malik, S. K. (2014). Major MCDM Techniques and their application-A
Review. IOSR Journal of Engineering, 4(5), 15-25.
Škola, F., & Liarokapis, F. (2016). Examining the effect of body ownership in immersive
virtual and augmented reality environments. The Visual Computer, 32(6-8), 761-
770.
Smith, J., Cook, A., & Packer, C. (2010). Evaluation criteria to assess the value of
identification sources for horizon scanning. International journal of technology
assessment in health care, 26(3), 348-353.
Sofuoğlu, M. A., & Orak, S. (2017). A novel hybrid multi criteria decision making model:
application to turning operations. a a, 21(22), 2.
Solak, E., & Cakir, R. (2016). Investigating the role of augmented reality technology in the
language classroom. Online Submission, 18(4), 1067-1085.
Stoyanova, D., Kafadarova, N., & Stoyanova-Petrova, S. (2015). Enhancing elementary
student learning in natural sciences through mobile augmented reality technology.
Bulgarian Chemical Communications, 47, 532-536.
Suh, A., & Prophet, J. (2018). The state of immersive technology research: A literature
analysis. Computers in Human Behavior, 86, 77-90.
Sutadian, A. D., Muttil, N., Yilmaz, A. G., & Perera, B. (2017). Using the Analytic
Hierarchy Process to identify parameter weights for developing a water quality
index. Ecological Indicators, 75, 220-233.
Sziebig, G., Rudas, I., Demiralp, M., & Mastorakis, N. (2009). Achieving Total Immersion:
Technology Trends behind Augmented Reality- A Survey. Paper presented at the
WSEAS International Conference. Proceedings. Mathematics and Computers in
Science and Engineering.
Tarng, W., Lin, Y.-S., Lin, C.-P., & Ou, K.-L. (2016). Development of a lunar-phase
observation system based on augmented reality and mobile learning technologies.
Mobile Information Systems, 2016.
Tavana, M., & Hatami-Marbini, A. (2011). A group AHP-TOPSIS framework for human
spaceflight mission planning at NASA. Expert Systems with Applications, 38(11),
13588-13603. Retrieved from
http://www.sciencedirect.com/science/article/pii/S095741741100635X.
doi:https://doi.org/10.1016/j.eswa.2011.04.108
Techakosit, S., & Wannapiroon, P. (2015). Connectivism learning environment in
augmented reality science laboratory to enhance scientific literacy. Procedia-Social
and Behavioral Sciences, 174, 2108-2115.
Tekedere, H., & Göke, H. (2016). Examining the Effectiveness of Augmented Reality
Applications in Education: A Meta-Analysis. International Journal of
Environmental and Science Education, 11(16), 9469-9481.
Tian, K., Endo, M., Urata, M., Mouri, K., & Yasuda, T. (2014). Multi-viewpoint
smartphone AR-based learning system for astronomical observation. International
Journal of Computer Theory and Engineering, 6(5), 396-400.
Tian, Z.-p., Wang, J.-q., & Zhang, H.-y. (2018). An integrated approach for failure mode
and effects analysis based on fuzzy best-worst, relative entropy, and VIKOR
methods. Applied Soft Computing, 72, 636-646.
Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented reality game-based
learning: enriching students’ experience during reading comprehension activities.
Journal of Educational Computing Research, 55(7), 901-936.
Toledo-Morales, P., & Sanchez-Garcia, J. M. (2018). Use of Augmented Reality in Social
Sciences as Educational Research. Turkish Online Journal of Distance Education,
19(3), 38-52.
Torres, F., Tovar, L. A. N., & Egremy, M. C. (2015). Virtual interactive laboratory applied
to high schools programs. Procedia Computer Science, 75, 233-238.
Tussyadiah, I. P., Jung, T. H., & tom Dieck, M. C. (2018). Embodiment of wearable
augmented reality technology in tourism experiences. Journal of Travel research,
57(5), 597-611.
Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality,
presence, and attitude change: Empirical evidence from tourism. Tourism
Management, 66, 140-154.
van Til, J. A., Renzenbrink, G. J., Dolan, J. G., & IJzerman, M. J. (2008). The use of the
analytic hierarchy process to aid decision making in acquired equinovarus
deformity. Archives of physical medicine and rehabilitation, 89(3), 457-462.
Vella, K., Klarkowski, M., Johnson, D., Hides, L., & Wyeth, P. (2016). The social context
of video game play: Challenges and strategies. Paper presented at the Proceedings
of the 2016 ACM Conference on Designing Interactive Systems.
Wang, Y.-H. (2017). Exploring the effectiveness of integrating augmented reality-based
materials to support writing activities. Computers & Education, 113, 162-176.
Wei, X., Weng, D., Liu, Y., & Wang, Y. (2015). Teaching based on augmented reality for
a technical creative design course. Computers & Education, 81, 221-234.
Whaiduzzaman, M., Gani, A., Anuar, N. B., Shiraz, M., Haque, M. N., & Haque, I. T.
(2014). Cloud service selection using multicriteria decision analysis. The Scientific
World Journal, 2014.
Widiaty, I., Riza, L. S., Danuwijaya, A. A., Hurriyati, R., & Mubaroq, S. R. (2017).
MOBILE-BASED AUGMENTED REALITY FOR LEARNING 3-
DIMENSIONAL SPATIAL BATIK-BASED OBJECTS. JOURNAL OF
ENGINEERING SCIENCE AND TECHNOLOGY, 12, 12-22.
Wildan, A., Cheong, B. H.-P., Xiao, K., Liew, O. W., & Ng, T. W. (2019). Growth
measurement of surface colonies of bacteria using augmented reality. Journal of
Biological Education, 1-14.
Wind, Y., & Saaty, T. L. (1980). Marketing applications of the analytic hierarchy process.
Management science, 26(7), 641-658.
Wu, P.-H., Hwang, G.-J., Yang, M.-L., & Chen, C.-H. (2018). Impacts of integrating the
repertory grid into an augmented reality-based learning design on students’ learning
achievements, cognitive load and degree of satisfaction. Interactive Learning
Environments, 26(2), 221-234.
Yang, Q., Zhang, Z., You, X., & Chen, T. (2016). Evaluation and classification of overseas
talents in China based on the BWM for intuitionistic relations. Symmetry, 8(11),
137.
Yang, Y.-P. O., Shieh, H.-M., & Tzeng, G.-H. (2013). A VIKOR technique based on
DEMATEL and ANP for information security risk control assessment. Information
Sciences, 232, 482-500.
Yas, Q. M., Zaidan, A., Zaidan, B., Rahmatullah, B., & Karim, H. A. (2017).
Comprehensive Insights into Evaluation and Benchmarking of Real-time Skin
Detectors: Review, Open Issues & Challenges, and Recommended Solutions.
Measurement.
Yilmaz, R. M. (2016). Educational magic toys developed with augmented reality
technology for early childhood education. Computers in Human Behavior, 54, 240-
248.
Yilmaz, Z. A., & Batdi, V. (2016). A Meta-Analytic and Thematic Comparative Analysis
of the Integration of Augmented Reality Applications into Education. Egitim ve
Bilim, 41(188).
Yoon, K. (1981). Multiple Attribute Decision Making. Methods and Applications. In:
Springer-Verlag., Berlin Heidelberg.
Zaidan, A., Zaidan, B., Al-Haiqi, A., Kiah, M. L. M., Hussain, M., & Abdulnabi, M.
(2015). Evaluation and selection of open-source EMR software packages based on
integrated AHP and TOPSIS. Journal of biomedical informatics, 53, 390-404.
Zaidan, A. A., Zaidan, B. B., Al-Haiqi, A., Kiah, M. L. M., Hussain, M., & Abdulnabi, M.
(2015). Evaluation and selection of open-source EMR software packages based on
integrated AHP and TOPSIS. Journal of biomedical informatics, 53, 390-404.
Zaidan, A. A., Zaidan, B. B., Albahri, O. S., Alsalem, M. A., Albahri, A. S., Yas, Q. M.,
& Hashim, M. (2018). A review on smartphone skin cancer diagnosis apps in
evaluation and benchmarking: coherent taxonomy, open issues and
recommendation pathway solution. Health and Technology. Retrieved from
https://doi.org/10.1007/s12553-018-0223-9. doi:10.1007/s12553-018-0223-9
Zaidan, B., & Zaidan, A. (2017). Software and hardware FPGA-based digital watermarking
and steganography approaches: Toward new methodology for evaluation and
benchmarking using multi-criteria decision-making techniques. Journal of
Circuits, Systems and Computers, 26(07), 1750116.
Zaidan, B., Zaidan, A., Abdul Karim, H., & Ahmad, N. (2017). A new approach based on
multi-dimensional evaluation and benchmarking for data hiding techniques.
International Journal of Information Technology & Decision Making, 1-42.
Zavadskas, E. K., Kaklauskas, A., Turskis, Z., & Tamošaitienė, J. (2009). Multi-attribute
decision-making model by applying grey numbers. Informatica, 20(2), 305-320.
Zha, R. (2019). Improving the usability of mobile application user review collection.
Zhang, J., Sung, Y.-T., Hou, H.-T., & Chang, K.-E. (2014). The development and
evaluation of an augmented reality-based armillary sphere for astronomical
observation instruction. Computers & Education, 73, 178-188.
Zhao, H., Guo, S., & Zhao, H. (2018). Comprehensive benefit evaluation of eco-industrial
parks by employing the best-worst method based on circular economy and
sustainability. Environment, Development and Sustainability, 20(3), 1229-1253.
Zionts, S. (1979). MCDM—if not a roman numeral, then what? Interfaces, 9(4), 94-101.
LIST OF PUBLICATION
Published and Accepted Papers
• GA Alshafeey et. al, 2019, Augmented Reality for the Disabled: Review Articles.
Journal of ICT in Education 1, 46-57,
• GA Alshafeey et. al, 2014, DESKTOP VIRTUALISATION AS A TOOL TO
SUPPORT IT VIRTUAL TEAM, Infrastructure University Kuala Lumpur
Research Journal Vol. 2 No. 1 (2014).
• MA Chyad, HA Alsattar, BB Zaidan, AA Zaidan, GA Al Shafeey , The Landscape
of Research on Skin Detectors: Coherent Taxonomy, Open Challenges,
Motivations, Recommendations and Statistical Analysis, Future Directions , IEEE
Access 7, 106536-106575.
• AH Alamoodi, BB Zaidan, AA Zaidan, SM Samuri, AR Ismail, O Zughoul, A
review of data analysis for early-childhood period: taxonomy, motivations,
challenges, recommendation, and methodological aspects , IEEE Access 7, 51069-
51103.
• OS Albahri, AS Albahri, AA Zaidan, BB Zaidan, MA Alsalem, AH Mohsin, Faulttolerant
mHealth framework in the context of IoT-based real-time wearable health
data sensors , IEEE Access 7, 50052-50080.
• AS Albahri, OS Albahri, AA Zaidan, BB Zaidan, M Hashim, MA Alsalem, Based
multiple heterogeneous wearable sensors: A smart real-time health monitoring
structured for hospitals distributor , IEEE Access 7, 37269-37323.