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1. Ethnographic Analysis of a Gamified Course

2. A Prototype Catalog of Adaptation Resources to Support Game Designers in Developing Accessible Digital Games

3. Applying Norm Analysis Method on Value-Oriented Requirements for a Solution Against Violence

4. Kaplanianism

5. UX Work in Software Start-Ups: Challenges from the Current State of Practice

6. What to See in a Scientific Event? A Social Recommendation Model of Technical Sessions

7. Pathway to a Human-Values Based Approach to Tackle Misinformation Online

9. Emotion and Movement with AppIHC: Promoting Interaction and Socialization Among Participants of Scientific Events via Mobile Application

10. Design Practices and the SAwD Tool: Towards the Opendesign Concept

11. Enactive Systems and Children at Hospitals: For More Socially Aware Solutions with Improved Affectibility

12. Using Social Elements to Recommend Sessions in Academic Events

13. RELATES

14. Meaning Construction and Evolution: A Case Study of the Design-in-Use of a System for Inclusive Education Teachers

15. SAwD - Socially Aware Design: An Organizational Semiotics-Based CASE Tool to Support Early Design Activities

16. The Brazilian HCI Community Perspectives in Cultural Aspects in HCI

17. Guidelines for Evaluating Mobile Applications: A Semiotic-Informed Approach

18. Designing an IDTV Application in a Situated Scenario: A Participatory Approach Based on Patterns

21. Dico: A Conceptual Model to Support the Design and Evaluation of Advanced Search Features for Exploratory Search

22. Cultural Issues in HCI: Challenges and Opportunities

23. Challenges for Human-Data Interaction – A Semiotic Perspective

24. Socio-Technical Barriers Induced by the Design of Emerging Technologies : A Perspective Situated in iDTV Applications

26. Understanding Pragmatic Aspects with Social Values in Web-Mediated Collaborative Systems

27. You Can Interact with Your TV and You May Like It an Investigation on Persuasive Aspects for an iDTV Application

28. Value Pie: A Culturally Informed Conceptual Scheme for Understanding Values in Design

29. Pragmatic Aspects of Collaborative Problem Solving: Towards a Framework for Conceptualizing Dynamic Knowledge

32. Designing for Different Users and Multiple Devices: A Roadmap towards Inclusive Environments

33. Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results

34. Designing iDTV Applications from Participatory Use of Patterns

37. Platform Adaptation of Russian News Media Content

38. Network Analysis of Z Gen Political Participation in Youth Parliament

39. Digital Ecosystems: How Are They Defined and Regulated in Russia?

40. Influence of Regional News Agenda on Social Mood

41. Unveiling the Role of Political Regime: How E-Governance Shapes Quality of Governance in Democratic and Non-Democratic Countries

42. Crisis Communication and Reputation Management of Russian Brands on Social Media

43. Digital Health: Study of the Social Risks for the Elderly Associated with Introduction of Electronic Services

44. Exploring Public Interest in Psychological Help in Russia: Google Trends Analysis

45. Social Media Management in the Russian State-Affiliated News Agencies: A Scoping Review

46. Ecosystem Approach to the Analysis of Digital Services: A Comparative Case Study on Municipalities of St. Petersburg from 2021 to 2023

47. The Impact of Health Opportunities on Social Mood

48. Machine Learning Deployment as a Web Service to Evaluate the Production Cycle of Environmental Goods: Primary Analysis of Ionic Liquids with Visualizations

49. Teachers’ Perspective on Mobile Devices Usage in School Environment

50. ResNet and ResNeSt-Based Deep-Learning Models for Accurate COVID-19 Detection from Chest X-ray Radiographs

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