798 results on '"Piccinno, Antonio"'
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52. EUD4SH: A EUD Model for the Smart Home
53. Gamification and Learning Analytics to Improve Engagement in University Courses
54. A Homemade Pill Dispenser Prototype Supporting Elderly
55. A Modular Pill Dispenser Supporting Therapies at Home
56. A Protocol to Assess Usability and Feasibility of e-SpeechT, a Web-based System Supporting Speech Therapies
57. Enabling Domain Experts to Develop Usable Software Artifacts
58. Cultures of Participation in the Digital Age: Empowering End Users to Improve Their Quality of Life
59. Enabling End Users to Create, Annotate and Share Personal Information Spaces
60. Co-evolution of End-User Developers and Systems in Multi-tiered Proxy Design Problems
61. HCI-E2: HCI Engineering Education
62. Experiencing Contemporary Art at a Distance
63. Fostering participation and co-evolution in sentient multimedia systems
64. Representing Visual Aspects of Web Services
65. Visual Mediation Mechanisms for Collaborative Design and Development
66. New perspectives for cyber security in software development: when End-User Development meets Artificial Intelligence
67. QAI4ASE: Quantum artificial intelligence for automotive software engineering
68. User-driven visual composition of service-based interactive spaces
69. Supporting End Users to Be Co-designers of Their Tools
70. The Ecology of Participants in Co-evolving Socio-technical Environments
71. 3rd International Workshop on Human Factors in Software Development Processes (HuFo): Measuring System Quality
72. Meta-design to Face Co-evolution and Communication Gaps Between Users and Designers
73. End-User Development: The Software Shaping Workshop Approach
74. Switching Learning Methods during the Pandemic: A Quasi-Experimental Study on a Master Course
75. CoPDA 2022 - Cultures of Participation in the Digital Age: AI for Humans or Humans for AI?
76. Supporting Secure Agile Development: the VIS-PRISE Tool
77. Integrating User Data and Collaborative Filtering in a Web Recommendation System
78. On the transferability of a meta-design model supporting end-user development
79. End users as co-designers of their own tools and products
80. End-User Development Tools for the Smart Home: A Systematic Literature Review
81. Human Factors in Software Development Processes: Measuring System Quality
82. Cultures of Participation in the Digital Age: Coping with Information, Participation, and Collaboration Overload
83. Multisensory Augmented Reality
84. What Is Fair? Exploring the Artists’ Perspective on the Fairness of Music Streaming Platforms
85. Integrating Security and Privacy in HCD-Scrum
86. A System to Support Children in Speech Therapies at Home
87. Social Robot to teach coding in primary school
88. LIFT: An eLearning Introduction to Web Search for Young Adults with Intellectual Disability in Sri Lanka
89. Social Robots in Learning Experiences of Adults with Intellectual Disability: An Exploratory Study
90. What Is Fair? Exploring the Artists’ Perspective on the Fairness of Music Streaming Platforms
91. Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices
92. Improving smart interactive experiences in cultural heritage through pattern recognition techniques
93. Visual interactive systems for end-user development: a model-based design methodology
94. Enabling End Users to Create, Annotate and Share Personal Information Spaces
95. Enabling Domain Experts to Develop Usable Software Artifacts
96. Co-evolution of End-User Developers and Systems in Multi-tiered Proxy Design Problems
97. Cultures of Participation in the Digital Age: Empowering End Users to Improve Their Quality of Life
98. Visual Mediation Mechanisms for Collaborative Design and Development
99. An Ontology-Based Approach to Product Customization
100. Supporting End Users to Be Co-designers of Their Tools
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