198 results on '"Ruiz, Pablo H."'
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52. Facial Emotion Recognition with AI
53. Eye Tracking-Based Platform for Programming Teaching
54. Development and Evaluation of a Non-conventional Interaction Wearable Device
55. DUXAIT NG: A Software for the Planning and Execution of User Experience Evaluations and Experiments
56. Design Thinking: Empowering Innovation and Transformation in Industry 4.0 - Lessons Learned from Early Adoption in SMEs
57. Gamified Strategies to Increase Motivation in Middle School Programming Learning: A Systematic Mapping
58. Google Cloud Vision and Its Application in Image Processing Using a Raspberry Pi
59. Expert System for Software Architecture Selection
60. Epymodel: A User-Friendly Web Application for Visualising COVID-19 Projections for Paraguay Including Under-Reporting and Vaccination
61. Human Development for the Brave: Supporting the Generation of Empathy, Work in Development
62. Blockchain Trends in Education: A Scientometric Review
63. Comparison of Deployment Options for Microservices in the Cloud
64. Application of Artificial Intelligence Techniques for Cancer Data Analysis in Brazil
65. AlzRastreo: Accompanying Alzheimer’s Patients and Their Caregivers
66. World Model for the WellProdSim Agent-Based Social Simulator
67. Time Model for the WellProdSim Agent-Based Social Simulator
68. Model for the Evaluation of the Quality of Open Data
69. Psychological Models and Instruments Employed to Identify Personality Traits of Software Developers: A Systematic Mapping Study
70. Evaluation and Redesign Proposal of an Infotainment System: A Case Study with a Parked Vehicle
71. Model-Driven User Interface Development: A Systematic Mapping
72. Driver Identification Using Machine Learning and Motor Activity as Data Source
73. Steps for Decreasing Noises in Interaction Process with Video Games
74. An Overview of Brazilian Companies on the Adoption of Industry 4.0 Practices
75. Bootstrapping Safe IVIS Development with an Affordable Testing Suite
76. Analysis of Companies in Industry 4.0 to Characterize Their Users: The Cases of Argentina and Mexico
77. Social Interventions to Encourage Co-located Collaboration: An Experimental Study
78. An Approach to Model Haptic Awareness in Groupware Systems
79. Usability and User Experience are not Enough: Gaps to Fill to Design for and Assess Well-Being and Engagement
80. Virtual Reality and Augmented Reality Applied to E-Commerce: A Literature Review
81. Multi-label Search Model for Open Educational Resources Based on Learning Purpose
82. Face Recognition Efficiency Enhancements Using Tensorflow and WebAssembly: A Practical Approach
83. Gamified Model to Support Shopping in Closed Spaces Aimed at Blind People: A Systematic Literature Review
84. Virtual Reconstruction of Objects by Point Cloud Capture to Measurement of Density Parameters Using Low Cost Device
85. Interface Analysis Criteria for Mobile Devices: A Systematic Mapping
86. User Interface Adaptation through Ontology Models and Code Generation
87. User Experience Evaluation in MOOC Platforms: A Hybrid Approach
88. Desktop Application for Water Quality Prediction and Monitoring System Using ISO 9241-210 and Machine Learning Techniques
89. Evaluating of Mobile User Interface: A Design Lenses Approach
90. Specified Ontologies in User Tags to Graphical User Interface Hedonistic Type Based on Sentiment Analysis
91. Digital Ecosystem for Children’s Rehabilitation with Psychomotor Deficit
92. Control of a Robotic Hand Through Voice Commands and Biosignals
93. Considering the Older Adults’ Perceptions of IoT for Designing IoT Technologies
94. Towards a Definition of a Learning Model of Business Simulation Games Based on the Analysis of Response from Physiological Devices
95. Combining Two Inspection Methods: Usability Heuristic Evaluation and WCAG Guidelines to Assess e-Commerce Websites
96. Proposal for a Serious Game to Assist in the Daily Care of Children with ASD Before Covid-19
97. User-Centered Design Approach for a Machine Learning Platform for Medical Purpose
98. Project-Based Learning Focused on Professional Skills: An Approach Applied on Human-Computer Interaction and Software Requirements Under-Graduation Courses
99. Lepi-Board: An Infrastructure for the Development of Digital Storytelling Games by Blind-Users
100. Modeling and Evaluating Personas with Software Explainability Requirements
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