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101. Tales of Etrya: English Vocabulary Game

102. Communication Preferences of First-Year University Students from Mexico and Spain

103. Collaborative Learning Group Formation Based on Personality Traits: An Empirical Study in Initial Programming Courses

104. Autonomous Driving: Obtaining Direction Commands by Classifying Images Within a Simulation Platform

106. Breaking the Gap: Collaborative Environment as a Meeting Point to Provide and Receive Help to Overcome the Digital Gap

108. An Experimental Activity to Develop Usability and UX Heuristics

110. Usability Evaluation over Multiplayer Games on Display Wall Systems

111. Voluminis: Mobile Application for Learning Mathematics in Geometry with Augmented Reality and Gamification

112. Smartphones, Suitable Tool for Driver Behavior Recognition. A Systematic Review

113. A Physiotherapist’s Matter: Validating a Physical Rehabilitation Exergame to Enable Safe Evaluation with Patients

114. Model for Pervasive Social Play Experiences

115. Mixed Reality Infotainment Simulator, Work in Progress

116. Relaxing and Familiar, Guidelines to Develop Interactive Applications for Dementia Patients

118. Habitar: A Collaborative Tool to Visualize, Distribute, Organize and Share Domestic Tasks Towards Reducing the Gender Gap in Household Labor

119. Reference Framework for Measuring the Level of Technological Acceptance by the Elderly: A Virtual Assistants Case Study

121. Rivit: A Digital Game to Cognitively Train and Entertain Heart Failure Patients

122. Recommendations and Challenges for Developing English Vocabulary Learning Games

124. Mobile Application to Improve Reading Habits Using Virtual Reality

125. Model-Driven Multidisciplinary Production of Virtual Reality Environments for Elementary School with ADHD

127. Design and Implementation of a Voice-Based Conversational Agent for the Continuous Training and Learning of Pharmaceutical Sales Representatives

130. Artificial Neural Networks for the Study of Cosmic Rays

132. Alcohol Detection in a Car’s Cab Using MQ3 and First Approaches to Sensing: Laboratory Tests

133. A Visual Analytics Framework Case Study: Understanding Colombia’s National Administrative Department of Statistics Datasets

134. An Augmented Reality-Based Application Relying on the Use of Tangible User Interfaces for English Teaching to Children Between 10 and 12 Years

135. An Architecture of Reactive Interfaces Proposal

137. A Serious Game Proposal to Reinforce Reading Comprehension in Scholars

138. Prevention of Diabetes Mellitus Through the Use of Mobile Technology (mHealth): Case Study

139. The RASE Model Applied to the Development of Communicative Competence Online

140. Storytelling with Holograms for the Development of Reading Competence

141. Parallel Simulation of Digital Logic Circuits Using Message Passing via CSP as an Educational Tool

142. Software System for the Support of Mouse Tracking Tests

143. Usability in ICTs for Industry 4.0

144. Identification of Patterns in Children with ADHD Based on Brain Waves

145. Towards a Technological Strategy for Using Sources of Reliable Information on the Internet

146. Self-reported Methods for User Satisfaction Evaluation: A Bibliometric Analysis

147. The Human and the Context Components in the Design of Automatic Sign Language Recognition Systems

150. Exploratory Factor Analysis of a Digital Competency Questionnaire for Research

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