198 results on '"Ruiz, Pablo H."'
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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
105. Challenges in Integrating SCRUM and the User-Centered Design Framework: A Systematic Review
106. Breaking the Gap: Collaborative Environment as a Meeting Point to Provide and Receive Help to Overcome the Digital Gap
107. Clustering Analysis of Usability in Web Sites of Higher Technological Institutes of Ecuador
108. An Experimental Activity to Develop Usability and UX Heuristics
109. Wireless Haptic Glove for Interpretation and Communication of Deafblind People
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
117. An Architectural Model for Virtual Learning Environments Using Multicultural Learning Objects
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
120. State of the Art of Business Simulation Games Modeling Supported by Brain-Computer Interfaces
121. Rivit: A Digital Game to Cognitively Train and Entertain Heart Failure Patients
122. Recommendations and Challenges for Developing English Vocabulary Learning Games
123. Human Body AR: A Mobile Application for Teaching Anatomy for Elementary Students Using Augmented Reality
124. Mobile Application to Improve Reading Habits Using Virtual Reality
125. Model-Driven Multidisciplinary Production of Virtual Reality Environments for Elementary School with ADHD
126. Evaluating the Socioenactive Experience with a Tangible Tabletop Installation: A Case Study
127. Design and Implementation of a Voice-Based Conversational Agent for the Continuous Training and Learning of Pharmaceutical Sales Representatives
128. Cyber Exposed at Preparatory: Classmates and Teachers Using Social Networks and Life Satisfaction
129. CovidEmoVis - An Interactive Visual Analytic Tool for Exploring Emotions from Twitter Data of Covid-19
130. Artificial Neural Networks for the Study of Cosmic Rays
131. Towards Reinforcing Generic Competences in Higher Education Students Using Gamification
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
136. A Study for the Identification of a Full-Body Gesture Language for Enabling Natural User Interaction
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
148. Organizing Knowledge on Nonverbal Communication Mediated Through Haptic Technology
149. A Groupware Usability-Oriented Evaluation Methodology Based on a Fuzzy Linguistic Approach
150. Exploratory Factor Analysis of a Digital Competency Questionnaire for Research
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