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101. Conversational Interface for Managing Non-trivial Internet-of-Things Systems

102. Visual Self-healing Modelling for Reliable Internet-of-Things Systems

105. Asyncflow: A visual programming tool for game artificial intelligence

106. Methodological Basis of Virtual Reality Technology Application in Industrial Design

107. Development and Implementation of an OpenSource IoT Platform, Network and Data Warehouse for Privacy-Compliant Applications in Research and Industry

108. Integrating the 4cs into Creating Games by Visual Programming and Project Based Learning.

109. Visual Programming as Modern and Effective Structural Design Technology—Analysis of Opportunities, Challenges, and Future Developments Based on the Use of Dynamo

110. BIM-Based Optimization of Drilling Angle and Hole Position of Outside Corner Anchor Rods

111. Computation for Architecture, hybrid visual and textual language: Research developments and considerations about the implementation of structural imperative and object-oriented paradigms.

112. Performative Structural Design Optimization: Generative Algorithm for a Preliminary Study of a Voided Beam.

113. Use of algorithms in building construction preparation.

114. Use of algorithms in BIM-based audit processes.

115. Effect of Mind Mapping on Creative Thinking of Children in Scratch Visual Programming Education.

116. Relationships between computational thinking and the quality of computer programs.

117. A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education

119. Digital Technologies in the Analysis of Cryogenic Systems for Producing Liquid Hydrogen.

120. Towards visual programming abstractions in Software‐Defined Networking.

122. Metaphors for Software Visualization Systems Based on Virtual Reality

123. Evaluation of a Visual Tool for Early Patent Infringement Detection During Design

124. Learning Computational Thinking Through Gamification and Collaborative Learning

126. Haptic Programming

128. Characterizing Visual Programming Approaches for End-User Developers: A Systematic Review

130. Visual programming for accessible interactive musculoskeletal models.

131. Active Learning by Visual Programming: Pedagogical Perspectives of Instructivist and Constructivist Code Teachers and Their Implications on Actual Teaching Strategies and Students' Programming Artifacts.

132. TOWARDS EFFICIENT BIM USE OF GEOTECHNICAL DATA FROM GEOTECHNICAL INVESTIGATIONS.

133. Studi Komparatif Program Visual Dinamis untuk Pembelajaran Algoritma dan Pemograman Berorientasi Objek

134. Reflections of design-based research approach on learning experience of visual programming course

135. SOFTWARE VISUALIZATION OF GEOSPATIAL DATA BASED ON VIRTUAL REALITY SYSTEMS. SURVEY AND FUTURE DEVELOPMENTS

136. MIDST: an enhanced development environment that improves the maintainability of a data science analysis

137. Methodology for Voxel-Based Earthwork Modeling.

138. A Performance Comparison of Various Artificial Intelligence Approaches for Estimation of Sediment of River Systems.

139. Educational Robotics and Mediated Transfer: Transitioning from Tangible Tile-based Programming, to Visual Block-based Programming.

140. Safer Internet: Enhancing Good Practices on the Internet Through Games Based Learning for Greek Elementary School Students.

141. Uma ferramenta de apoio a criação de jogos digitais para promoção da consciencialização ambiental.

142. Designing neural network models using visual programming methods

143. CLIP 4 Robotics: A Click-Based Programming Language

144. Teaching Introductory Programming Concepts Through a Gesture-Based Interface

145. Architectural Overview and Hedgehog in Use

146. The Effect of the Programming Interfaces of Robots in Teaching Computer Languages

147. Educational Robotics for Communication, Collaboration and Digital Fluency

148. Evaluating the Accessibility of Scratch for Children with Cognitive Impairments

149. Multi-agent Systems Programmed Visually with Google Blockly

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