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2. The UCD Sprint: Bringing Users Along to Sprint

3. End-User Development for Artificial Intelligence: A Systematic Literature Review

4. Detecting Emotions Through Machine Learning for Automatic UX Evaluation

5. An Interactive Paradigm for the End-User Development of Chatbots for Data Exploration

6. A Chatbot Solution for eGLU-Box Pro: The Usability Evaluation Platform for Italian Public Administrations

7. Privacy Design Strategies and the GDPR: A Systematic Literature Review

8. A Simulation Game to Acquire Skills on Industry 4.0

9. Enabling End Users to Define the Behavior of Smart Objects in AAL Environments

10. Visualizations of User’s Paths to Discover Usability Problems

11. Heuristic Evaluation of eGLU-Box: A Semi-automatic Usability Evaluation Tool for Public Administrations

12. Alerting Users About Phishing Attacks

13. Reflections on System Properties Valued by End Users in Designing End-User Development Systems

14. UX Evaluation Design of UTAssistant: A New Usability Testing Support Tool for Italian Public Administrations

15. We@Home: A Gamified Application for Collaboratively Managing a Smart Home

16. 3rd International Workshop on Human Factors in Software Development Processes (HuFo): Measuring System Quality

18. End-User Development Tools for the Smart Home: A Systematic Literature Review

19. Human Factors in Software Development Processes: Measuring System Quality

20. Usability of Planning Support Systems: An Evaluation Framework

21. Gamification Techniques for Rule Management in Ambient Intelligence

22. Can Evaluation Patterns Enable End Users to Evaluate the Quality of an e-learning System? An Exploratory Study

23. Designing Pervasive Games for Learning

24. An Ontology-Based Approach to Product Customization

25. Influence of Students’ Motivation on Their Experience with E-Learning Systems: An Experimental Study

26. An Information Visualization Approach to Hospital Shifts Scheduling

27. Meta-design to Face Co-evolution and Communication Gaps Between Users and Designers

28. Re-experiencing History in Archaeological Parks by Playing a Mobile Augmented Reality Game

29. Towards Guidelines for Usability of e-Learning Applications

30. The Landscape of UX Requirements Practices

31. A New Metric to Help Teachers Unveil Meaningful Learning in Concept Maps

32. Materials Science and Engineering Education Based on Reality-Virtuality Technologies

33. A Case Study on Students’ Opinions About Adaptive and Classical Tests

34. Kaleidoscope: A Multi-perspective Technology-Enhanced Observation Method to Support the Development of Negotiation Skills

35. Serious Games for Autism Based on Immersive Virtual Reality: A Lens on Methodological and Technological Challenges

36. Educational Chatbot to Support Question Answering on Slack

37. Brewing Umqombothi: Technicalities of a VR Prototype Merging STEM and South African Intangible Cultural Heritage

38. Is It Possible to Improve the Development of Executive Functions in Children by Teaching Computational Thinking?

39. Readability Assessment of Academic Texts at Different Degree Levels

40. Design and Computational Thinking with IoTgo: What Teachers Think

41. Supporting the Semi-automatic Feedback Provisioning on Programming Assignments

42. How Learnweb Can Support Science Education Research on Climate Change in Social Media

43. Open Government Data in Higher Education: A Multidisciplinary Innovation Teaching Experience

44. Digital Environment for Literacy and Future Education. A Pilot Experience of Serious Game Co-design

45. Mini-games to Motivate and Engage Users in Learning Recycling Rules

46. Retrieving Key Topical Sentences with Topic-Aware BERT When Conducting Automated Essay Scoring

47. Blended Learning in the Foundational Design Studio

48. Automatic Educational Concept Extraction Using NLP

49. Evaluation of the Bibliographical Importance of Digital Educational Disruption Related to Social Networks. The Case of LinkedIn Learning

50. Effects of VR on Learning Experience and Success

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