723 results on '"Piccinno, Antonio"'
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102. EUDroid: a formal language specifying the behaviour of IoT devices
103. Supporting end users to control their smart home: design implications from a literature review and an empirical investigation
104. Exploring design trade-offs for achieving social inclusion in multi-tiered design problems.
105. Design trade-offs in cultures of participation: empowering end users to improve their quality of life.
106. WiP: A Model for Assessing IoT Devices
107. Towards an IoT model for the assessment of smart devices
108. Cultures of participation in the digital age
109. Special Issue on Semiotics, Human-Computer Interaction and End-User Development
110. Cultures of Participation in the Digital Age
111. Cultivating a culture of participation for the co-evolution of users and systems
112. AmI@Home
113. Rule-based tools for the configuration of ambient intelligence systems: a comparative user study
114. End-User Development in Ambient Intelligence
115. Redefining the Roles of Users and Designers in Interactive System Lifecycle
116. Software environments for supporting End-User Development
117. UCD Sprint: A Fast Process to Involve Users in the Design Practices of Software Companies.
118. Rule-based tools for the configuration of ambient intelligence systems: a comparative user study.
119. The Ecology of Participants in Co-evolving Socio-technical Environments
120. Culture of participation in the digital age
121. On the transferability of a meta-design model supporting end-user development
122. End-User Development in Ambient Intelligence.
123. Culture of Participation in the Digital Age Empowering – End Users to Improve their Quality of Life
124. Personal information spaces in the context of visits to archaeological parks
125. Cultures of Participation in the Digital Age.
126. ˵Each to His Own″: Distinguishing Activities, Roles and Artifacts in EUD Practices.
127. Visual workflow composition through semantic orchestration of web services
128. A tool for Wizard of Oz studies of multimodal mobile systems
129. Exploring Archaeological Parks by Playing Games on Mobile Devices
130. Experiencing the Past through the Senses: An M-Learning Game at Archaeological Parks
131. Advanced visual systems supporting unwitting EUD
132. End users as unwitting software developers
133. DESIGNING CUSTOMIZED AND TAILORABLE VISUAL INTERACTIVE SYSTEMS
134. Supporting interaction and co-evolution of users and systems
135. A tool to support usability inspection
136. End users as unwitting software developers.
137. End-User Development: The Software Shaping Workshop Approach.
138. Trust in Facial Recognition Systems: A Perspective from the Users
139. Effects of Moving Speed and Phone Location on Eyes-Free Gesture Input with Mobile Devices
140. Hap2Gest: An Eyes-Free Interaction Concept with Smartphones Using Gestures and Haptic Feedback
141. Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency
142. GuidingBand: A Precise Tactile Hand Guidance System to Aid Visual Perception
143. Stress Embodied: Developing Multi-sensory Experiences for VR Police Training
144. Mid-air Haptic Cursor for Physical Objects
145. User-Centered Evaluation of Different Configurations of a Touchless Gestural Interface for Interactive Displays
146. Fitts’ Throughput Vs Empirical Throughput: A Comparative Study
147. Developing and Evaluating a Novel Gamified Virtual Learning Environment for ASL
148. Extending User Interaction with Mixed Reality Through a Smartphone-Based Controller
149. EmoClock: Communicating Real-Time Emotional States Through Data Physicalizations
150. Friendly Folk Advice: Exploring Cybersecurity Information Sharing in Nigeria
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