94 results on '"Piccinno, Antonio"'
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2. A Multi-perspective Panel on User-Centred Transparency, Explainability, and Controllability in Automations
3. Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR
4. Ethical Value Exchange in HCI
5. Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl’s Logotherapy
6. Why We Do What We Do – HCI and Societal Impact
7. A Framework for Born-Accessible Development of Software and Digital Content
8. Using Polymorphic Glyphs to Support the Visual Exploration of Hierarchical Spatio-Temporal Data
9. Towards 'Image Reflow' on the Web: Avoiding Excessive Panning of Magnified Images by Multiplexing Automatically Cropped Regions of Interest
10. Two Domain-Specific Languages for Controlling a Humanoid Robot in a Therapeutic Context
11. Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling
12. Together Porting: Multi-user Locomotion in Social Virtual Reality
13. Ingá Telikit: A Virtual Reality Game for Learning Penan’s Hunting Techniques
14. Dataslip: How Far Does Your Personal Data Go?
15. Usability Evaluation of a Brazilian Dam Safety Data Exploration Platform: A Consolidation of Results from User Tests and Heuristic Evaluation
16. On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control : IFIP WG 13.5 Workshop at INTERACT 2023
17. Comfort Management Through a Universal Wheelchair Dashboard
18. Color Blind: A Figma Plugin to Simulate Colour Blindness
19. StoryCarnival: Inspiring Play with Stories and an Enhanced Puppet
20. A Toolkit for Human-Centred Engineering: An Experience with Pre-teens
21. Whose Responsibility is Accessibility in Games Anyway? Everyone
22. The UCD Sprint: Bringing Users Along to Sprint
23. How to Bring Diversity into Industry: Industrial Experiences in Public Transport Repair and Maintenance
24. VR for HR – A Case Study of Human Resource Development Professionals Using Virtual Reality for Social Skills Training in the Workplace
25. Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality
26. Hacking the Brain: The Risks and Challenges of Cognitive Augmentation
27. A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training
28. PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality
29. Re-contextualizing Built Environments: Critical and Inclusive HCI Approaches for Cultural Heritage
30. Quantifying Device Usefulness - How Useful is an Obsolete Device?
31. Sustainable Human-Work Interaction Designs
32. Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults
33. Asymmetric Communication in Virtual Reality: Designing for Presence, Effectiveness, and Enjoyment
34. VR Accessibility in Distance Adult Education
35. Prediction of Love-Like Scores After Speed Dating Based on Pre-obtainable Personal Characteristic Information
36. Exploring Eye Expressions for Enhancing EOG-Based Interaction
37. How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites
38. Electroencephalographic (EEG) Correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) Based Simulations
39. SamS-Vis: A Tool to Visualize Summary View Using Sampled Data
40. Intelligence Augmentation: Future Directions and Ethical Implications in HCI
41. Understanding HCI Approaches for the Metaverse in Education Applications for the Global South
42. Interacting with Assistive Technology (IATech) Workshop
43. MetaCUX: Social Interaction and Collaboration in the Metaverse
44. HCI-E-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education
45. Designing Technology for Neurodivergent Self-determination: Challenges and Opportunities
46. Algorithmic Affordances in Recommender Interfaces
47. Human-Centered Software Engineering: Rethinking the Interplay of Human–Computer Interaction and Software Engineering in the Age of Digital Transformation
48. Where Do All Stakeholders Find the Software Product Blueprint?
49. HCI for Digital Democracy and Citizen Participation
50. Digital Educational Games with Storytelling for Students to Learn Algebra
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