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201. Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality

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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