723 results on '"Piccinno, Antonio"'
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202. Hacking the Brain: The Risks and Challenges of Cognitive Augmentation
203. A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training
204. PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality
205. Re-contextualizing Built Environments: Critical and Inclusive HCI Approaches for Cultural Heritage
206. Quantifying Device Usefulness - How Useful is an Obsolete Device?
207. Sustainable Human-Work Interaction Designs
208. Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults
209. Asymmetric Communication in Virtual Reality: Designing for Presence, Effectiveness, and Enjoyment
210. VR Accessibility in Distance Adult Education
211. Prediction of Love-Like Scores After Speed Dating Based on Pre-obtainable Personal Characteristic Information
212. Exploring Eye Expressions for Enhancing EOG-Based Interaction
213. How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites
214. Electroencephalographic (EEG) Correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) Based Simulations
215. SamS-Vis: A Tool to Visualize Summary View Using Sampled Data
216. Intelligence Augmentation: Future Directions and Ethical Implications in HCI
217. Understanding HCI Approaches for the Metaverse in Education Applications for the Global South
218. Interacting with Assistive Technology (IATech) Workshop
219. MetaCUX: Social Interaction and Collaboration in the Metaverse
220. HCI-E-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education
221. Designing Technology for Neurodivergent Self-determination: Challenges and Opportunities
222. Algorithmic Affordances in Recommender Interfaces
223. Human-Centered Software Engineering: Rethinking the Interplay of Human–Computer Interaction and Software Engineering in the Age of Digital Transformation
224. Where Do All Stakeholders Find the Software Product Blueprint?
225. HCI for Digital Democracy and Citizen Participation
226. Digital Educational Games with Storytelling for Students to Learn Algebra
227. Why Choose You? - Exploring Attitudes Towards Starter Pokémon
228. Co-designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research
229. Designing for Map-Based Interfaces and Interactions
230. Using Virtual Reality to Investigate the Emergence of Gaze Conventions in Interpersonal Coordination
231. What’s in a Name? How Perceived Music Playlist Personalization Influences Content Expectations
232. Towards Cross-Cultural Assessment of Trust in High-Risk AI
233. They Need to Know and Learn – Gamified Social Communication Framework for Adolescent Reproductive Health and Well Being
234. Towards Enhancing the Media Industry Through AI-Driven Image Recommendations
235. PECSOnline: A Bespoke Classroom Based Picture Exchange Communication System (PECS) for Children with Autism
236. News Bulletins Supporting Human Memory
237. Exploring Responsible AI Practices in Dutch Media Organizations
238. Multisensory Climbing in the Magic Room
239. Heuristics to Design Trustworthy Technologies: Study Design and Current Progress
240. Mapping the Digital Injustices of Technology-Facilitated Sex Trafficking
241. Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming
242. Enhancing Learnability with Micro Teachings
243. Interactive Visualization of Sport Climbing Data
244. Influences of Cognitive Styles on EEG-Based Activity: An Empirical Study on Visual Content Comprehension
245. Interactors, not Users! Towards a Neutral Interaction Design
246. Interactive 3D Printed Urban Maps for Blind People
247. Embodied PointCloud: Combining Embodied Avatars with Point Clouds to Represent Users in VR Remote Meetings
248. Exploring Users’ Ability to Choose a Proper Fit in Smart-Rings: A Year-Long 'In the Wild' Study
249. Designing AR Applications for People Living with Dementia
250. Building Teamwork: Mixed Reality Game for Developing Trust and Communication
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