yusuke1997/dblp-id-title huggingface dataset:
Gender Differences in Mathematics Achievement among Engineering Students: Does the Way Performance is Measured Matter?
Transforming Engineering Pedagogy through the Lens of the Sustainable Development Goals
Project-Based Learning to Promote High Order Thinking and Problem Solving Skills in Geotechnical Courses
Questionnaire Research and Development of Self-motivating Education Method Using Intellectual Property Rights
An Interactive Application for Learning and Analyzing Different Graph Vertex Cover Algorithms
Examples of Applying Research-Based Learning Principles to the Redesign of an Environmental Geotechnics Course
Design and Assessment of Using Smartphone Application in the Classroom to Improve Students' Learning
Analyzing Student Engagement and Learning Outcomes in a Gamified Blended Cybersecurity Course Using LMS-Based Behavioral Data
The Impact of Peer Learning on Conceptual Understanding in Online Engineering Education
Curriculum Redesign Process for an Industrial Engineering Program Seeking ABET Accreditation
From STEM to STEAM: Strategies for Enhancing Engineering & Technology Education
Industrial Engineering Student Competency Mediation Model: Analysis from the Perspective of Educational Psychology
Teaching Mechatronics to Non-traditional Mechanical Engineering Students - An Adaptive Approach
From Academia to Start-up: A Case Study with Implications for Engineering Education
Perceptions of Teaching Staff About the Online Learning in Engineering During SARS CoV Pandemic
The Godparent Plan: A Pedagogical Strategy for CS1 Accompaniment and CS2 Pedagogical Enhancement
A Bachelor Degree Program in IoT Engineering Accreditation Constraints and Market Demand
Comparison of Two Team Learning and Team Entrepreneurship Models at a Finnish University of Applied Sciences. Setting the Scene for Future Development
Massive Open Online Courses Model with Self-directed Learning to Enhance Digital Literacy Skills
Digital Elements for SAP ERP Education and Training: Results from a Systematic Literature Review
Development of Teamwork Skills Using ICTs in Undergraduate Students of Food Industry Engineering Degree
Collaboration and Resource Sharing in Engineering Education
Enhancing Engineering Pedagogy through Sustainability-Driven Design Projects from Theory to Practice
Using Virtual Reality for Teaching the Derivation of Conservation Laws in Fluid Mechanics
The Effects of Video Games in Memory and Attention
IGIP/ICL2014 Conference
Tool for Validation Software Projects in Programming Labs
The Position of STEM Higher Education Courses in the Labor Market
Survey Analysis on Engineering Students' Experience of Future-fit Classroom Learning Environment
Emerging Business Models in Education Provisioning: A Case Study on Providing Learning Support as Education-as-a-Service
Learning Tools and Applications for Cognitive Improvement
The Influence of E-Assessment on Students' Cognitive Engagement in Higher Education
Program Educational Objectives Definition and Assessment for Accreditation Purposes
Promoting Active Learning in Electrical Engineering Basic Studies
Assessing Team Learning Practices in Project/Design Based Learning Approach
Particular Results of a Research Aimed at Curricula Design of Teacher Training in the Area of Didactic Technological Competences
Development of Android-Based Teaching Material in Software Engineering Subjects for Informatics Engineering Students
Medical Engineering Education based on the Spiral Approach
Pioneering STEM Education for Pre-Service Teachers
The Assessment of a Gradeless Residency Model for Software Engineering Education
Empirical Studies on the Metaverse-Based Education: A Systematic Review
Exploring the Readiness for Digital Transformation in a Higher Education Institution towards Industrial Revolution 4.0
Information and Communication Technologies for the Civic Participation of Parents in Schools: A Systematic Review
Personalized Computer Support of Performance Rates and Education Process in High School: Case Study of Engineering Students
"A Generator": A Mini Hydroelectric Apparatus as Renewable Source of Energy
Come Together: Peer Review with Energy Engineering Students
A Successful Approach to Study Skills: Go4C's Projects Strengthen Teamwork
A Critical Perspective of an Online Hands-On Laboratory Framework for Environmental Engineering Courses
Authorship and Content Analysis of Engineering Education Research: A Case Study
Applying Project-Based Learning (PBL) for Teaching Virtual Design Construction (VDC)
Games for Empathy for Social Impact
Engineering Students' Perception of Using Webcams in Virtual English Classes
Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review
Professional Development for Primary School Teachers Intended to Promote Students' Spatial Ability
Character Strengths and Virtues of Mentor Teachers
From Technology Enhanced Learning to Ethics and Critical Thinking as part of the Engineering Education: Skill Driven with Humanities Comprehension Editorial
Development of Massive Open Online Courses Based on 3D Computer Graphics and Multimedia
Development of Mathematics Competences in Higher Education Institutions
A Win-Win Strategy to Integrate Sustainability Objectives in Product Design - An Educational Approach
40 Years of Technical Teacher Training in Hungary
Embedding Topical Elements of Parallel Programming, Computer Graphics, and Artificial Intelligence across the Undergraduate CS Required Courses
Mockup Didatic Set for Students Development in Automotive Electronic
Attitudes of Secondary Technical School Students towards Their Choice of Educational Path
Comparative Study of Electronics Visualisation Techniques for E-Learning
Online teaching of Linear algebra using webMathematica
Further Professional On-the-Job Training of Employees in the Digital Era
Application of Blended Learning for Formation of Project Competence of Future Engineers
On-professional Competences in Engineering Education for XL-Classes
Research Training: Unraveling the Research Methodological Design Challenge in Engineering Programs
Formation of Training Environment by Means of Didactic Design
Cognitive Predispositions of Students for STEM Success and Differences in Solving Problems in the Computer Game for Learning Mathematics
Optimizing Cheating Detection in Online Exams with K-Shingling, MinHashing, and LSH: A Comparative Analysis with TF-IDF and BoW
IT's and Engineering Pedagogy (ITEP'12)
Stoichiometry in Context: Inquiry-Guided Problems of Chemistry for Encouraging Critical Thinking in Engineering Students
How to Teach CAD/CAE Systems
A Decision-Making Platform for Educational Content Assessment Within a Stakeholder-Driven Digital Educational Ecosystem
Initial Validation of a Technical Writing Rubric for Engineering Design
Innovative Proposed Model between Formative Research and Accreditation of Engineering Programs
Validation of an Instrument to Assess Deductive Reasoning in Solving Types of Problems
Using Model Cards for ethical reflection on machine learning models: an interview-based study
Swarm Robotics surveillance control with Ant Cellular Automata Model in the Cerrado Biome for preserving biodiversity
Evaluating Human-Computer Interaction at Design Time: an experience report with MoLVERIC Check in a MOOC environment
Sensation in Gamification: A Qualitative Investigation of Background Music in Gamified Learning
Beyond Acoustic Features: A Data-Driven Analysis of Music Consumption in Brazil
Viral.izo: A game-based learning to foster resource management skills against emerging viral attacks
IsoPuzzle: Development and Evaluation of an Ethno-Educational Serious Game
VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning
The Art of Dying in a Digital World: How Death is Represented in Digital Art
Representing ethical decision-making graphically
Democracy out-of-the-box: analysis of compliance with constitutional principles in tax policies that use Artificial Intelligence
Accessibility issues in establishing awareness on remote collaborative software development
Working in the COVID-19 pandemic: an observational study
Expanding a Study on Users' Perception and Attitudes Toward Artificial Intelligence in Computational Systems
Interpersonal Trust Among Students in Virtual Learning Environments: A Comprehensive Review
Procedural Dungeon Generation: A Survey
The Influence of the Meninas Digitais UFSC Project on the Professional Life of Graduated Girls in Technology Undergraduate Courses
Mundo Bit Byte - A digital mobile game to disseminate female personalities that made history in Computing
A collaborative, immersive, virtual reality environment for training electricians
Bumbometer digital crowd game: collaboration through competition in entertainment events
Challenges and possibilities of digital games in mathematics teaching: a situational overview of recent years in Brazil
Fraud Alerts in Public Health Based on Audit Trails
Usability and UX Evaluation in a Mixed Reality Puzzle Game Using Questionnaires
Evaluating privacy threats in deployed OSNs: A case study on PTMOL
Éternelle Notre-Dame: From Multidisciplinary Design to Longitudinal Evaluation of the Large-Scale Cultural Heritage Virtual Reality Experience
Usability and User Experience of Multi-touch Systems: A Systematic Mapping Study and Benchmark
An Updated Systematic Mapping Study on Usability and User Experience Evaluation of Touchable Holographic Solutions
Investigating Gamification to Reduce Procrastination - Systematic Literature Review
An Analysis of the Authorship and Co-authorship Networks of the Brazilian Human-Computer Interaction Conference
Understanding cultural aspects of deaf communities in México towards the codesign of automatic sign language processing systems
Contributions of the Brazilian Act for the Protection of Personal Data for treating Digital Legacy
DinosaurVR: Using Virtual Reality to Enhance a Museum Exhibition
Analyzing the Logistics of the Brazilian Book and Teaching Material Program: a sociotechnical strategy to inform optimization
A cybersickness review: causes, strategies, and classification methods
Emotional Design, User Experience and Usability on Public Universities' Websites in Mainland Portugal
Development, usability, formative assessment, and story immersion of Nutrigame, a mHealth nutrition education app
Integrating Domain Knowledge in Multi-Source Classification Tasks
Women in Tech Communities: challenges and risks
Guidelines for the development of Escape Room genre games utilizing the emotion-based MDA framework and its application on the Logic Gates project
EndGame for Corruption - A DPE-Based Framework to Support the Design of Serious Games for Fight Against Corruption
Using Networked Ontologies to Support the Development of Software Systems with Adaptive User Interface
Could Gameplay Data of Games with a Purpose Assist in Training Hazardous Situations in the Industry?
Exploring Irregularities in Brazilian Public Bids: An In-depth Analysis on Small Companies
The Timing Game for Research on Temporal Perception
A Network-Driven Framework for Bidimensional Analysis of Information Dissemination on Social Media Platforms
Which UX Research method or technique should I take? Assisting software startup professionals in making their choices
Interaction Design in Distributed Software Development: What we know and what we don't know
Collaboration-Aware Hit Song Prediction
Virtual Reality System for Inspection and Training: A case study in Wheel-Loader Operations
Muses or Stereotypes? Identifying Historical Patterns of Sexism in a Corpus of Brazilian Lyrics
A meta-scientific broad panorama of ethical aspects in the Brazilian IHC
Current Risk Situation Training in Industry, and Games as a Strategy for Playful, Engaging and Motivating Training
Code.Ino: An Educational Game for Arduino Programming with Female Protagonism to Encourage Diversity in STEM
ARFood: an augmented-reality food diary app for asynchronous collaborative interaction
Social-Digital Inclusion of People with Intellectual Disability: a study with the assisted of APAE in Serra Talhada
Unsupervised Heterogeneous Graph Neural Networks for One-Class Tasks: Exploring Early Fusion Operators
Enhancing User Experience in Learning Environments: a Narrative Gamification Framework for Education
The use of serious digital games to talk about grief and finitude with children: reports on the design and evaluation process of two games
The Interactive Sphere for Three-Dimensional Control in Games and Virtual Reality
User perception as a factor for improving Trustworthiness in e-commerce systems
Assistive Technology for Enhancing Fine Motor Coordination: From Prototype to Implementation and Initial Acceptance Testing
Is My Child Safe Online? - On Requirements for Parental Control Tools in Apps used by Children
Development and Analysis of a Game Design Methodology applied to the Game Honor Keeper Conception
Investigating usability pitfalls in Brazilian and Foreign governmental chatbots
Technology adoption through games at Rio de Janeiro State: improving students' digital aptitude
Redesign of a game to prevent exogenous poisoning: adding risks and forms of participation
Application of a multicriteria decision model for the classification of Paraíba's municipalities as to the occurrence of domestic and family violence against women
Development and Test of a Serious Game for Dorsiflexion and Plantarflexion Exercises of the Feet
Exploratory testing for platform video games: strategies and lessons learned
Can (A)I help you? Comparing human and GenAI analysis of HCI qualitative research results
Repertory Grid Technique in a participatory design of games for older people
Fake news detection: a systematic literature review of machine learning algorithms and datasets
Comparing Perceptual Visual Quality of Hybrid Neural and Ray Tracing in Foveated Rendering
Games With Safety Training Purposes in the Industry: Game Design Method and Its Demonstration
Digital memorials: classifications and design recommendations
Development and Usability Testing of TurbeLab Serious Game: A Game for Executive Functions Development
Overpricing Analysis in Brazilian Public Bidding Items
Identifying Challenges for Elementary School Teachers in Building Digital Games through a Workshop
Building information visualization of e-learning data with Vis2Learning guidelines
Human-Data Interaction Syllabus for Undergraduate and Graduate Courses
Will My Data Be Legacies? An Elderly Perspective on Digital Assets and Digital Legacies
The demand for stereotype-free computing courses for Elementary School Teachers
Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
Otome Games: globalization and glocalization processes, conceptualization and data analysis of Brazilian players
Conducting Socially Aware and Value Oriented Investigations: a Case Study on the Violence Against Children and Adolescents
Game-Based Learning: Possibilities of an Instrumental Approach to the FEZ Game for the Teaching of the Orthographic Drawings System Concepts
From Diagnosis to Action: Instructional Design for the Digital Inclusion of Older Women in the Amazon
Proposing Usability-UX technologies for the design and evaluation of text-based chatbots
Evaluating a New Auto-ML Approach for Sentiment Analysis and Intent Recognition Tasks
A Tool for Supporting the Teaching and Modeling of Software Ecosystems Using SSN Notation
Exploring Subjective Sleepiness with UnnCyberpsy, a Web-Based Psychophysiological Research Tool
Exploring extensions of neurotransmitter-based emotion models
How the COVID-19 pandemics inspired the development of analogical games: database review and game development
EduVR Collab: A tool for management immersive collaborative learning
Design and evaluation of a prototype of a children's educational application during and for the COVID-19 pandemic and beyond
Enhancing Art Accessibility for Visually Impaired Individuals through Multisensory Technologies
Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
Cardiac Cycle Puzzle: Development and Analysis of Students' Perception of an Online Digital Version for Teaching Cardiac Physiology
Prototypes of Digital Simulators and Board Games for Cervical Cancer Prevention: Insights from Cytology Professionals
Exploring Digital Technology Adoption among Brazilian Evangelicals: A Survey and Research Agenda
TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation
On the Adoption of Empirical Methods and Systematic Reviews in the Brazilian Symposium on Human Factors in Computing Systems
Older women in online interaction codesign: an analysis of participation and involvement
Supervised Classification of Motor-Rehabilitation Body Movements with RGB Cameras and Pose Tracking Data
Analyzing the Learners' Experience of an Experimental HCI Course in a Remote Context
Pipelining Semantic Expansion and Noise Filtering for Sentiment Analysis of Short Documents - CluSent Method
Interactive rapid prototyping combining 3D Printing and Augmented Reality
Cognitive disabilities and web accessibility: a survey into the Brazilian web development community
Proposal for a gamification strategy applied to remote learning
Handling of Personal Data by Smart Home Equipment: an Exploratory Analysis in the Context of LGPD
Victus Exergame: An Approach to Rehabilitation of Amputees Based in Serious Game
End-users in recovery from substance use disorders as designers of Personas and digital games with therapeutic potential
An Analysis of the Evaluation Methods being Applied to Serious Games for Autistic Children
Systematic mapping of technologies for supporting choreographic composition
A Psychosocial Perspective about Mental Health and League of Legends in Brazil
A modeling approach to introduce haptic feedback in multimodal awareness for groupware systems
Evolution of XR Research in Brazil according to the first 22 SVR editions
Gender Diversity on GitHub Issue Tracking: What's the Difference?
The PGIRec Software to Support the Evaluation of User-System Interaction with a Synchronous and Multi-perspective Recording System
UnnMindFlex: A prototype mobile application and case study on HRV-guided cognitive enhancement
Data practices in apps from Brazil: What do privacy policies inform us about?
Network behavior as a specific feature of generation Z communicative competence and their readiness for online learning
A set of customizable features for adaptable games
UQE-3D: a usability evaluation method of 3D user interfaces for the elderly
Educational Games for Mobile Applications: A Systematic Literature Mapping
A broad meta-scientific overview of ethical aspects in Brazilian research on Web, Hypermedia and Multimedia at the WebMedia symposium
Sentiment Analysis of Shared Content in Brazilian Reddit Communities
A hereditary attentive question answering framework for knowledge bases
Balancing and Analyzing Player Interaction in the ESG+P Game with Machinations
Development of cryptogames with Unity on an Ethereum Blockchain Test Network: Case Study and Challenges
Analyzing Accessibility, Usability, and User Experience in Mobile Apps Through User Reviews: An Extended Systematic Literature Review
Unseen: Advancing Digital Accessibility with Binaural Audio Technology in an Immersive Gaming Prototype
Conversational agents: a survey on culturally informed design practices
Exploring approaches to compare emotional responses to the same stimuli from different individuals
Beyond Detection: A Framework for Transforming Accessibility Evaluations into Implementable Fixes
A Systematic Mapping of Accessibility Problems Encountered on Websites and Mobile Apps: A Comparison Between Automated Tests, Manual Inspections and User Evaluations
Perception and Precision: How VST and OST Headsets Influence Task Execution
Constructs and Outcomes of Fun in Digital Serious Games: The State of the Art
Fundamental elements and characteristics for telling stories using data
Loot box gambling addiction risk versus responsible computing: a systematic review
Design Science Research: Balancing Science and Art in Building a Game Applied to Health
Building Serious Games to Exercise Computational Thinking: Initial Evaluation with Teachers of Children on the Autism Spectrum
Analyzing the impact of gamification on a mHealth application for treating urinary incontinence in prostate cancer patients
Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
Noise-Robust Automatic Speech Recognition: A Case Study for Communication Interference
A Systematic Mapping on Player's Profiles: Motivations, Behavior, and Personality Characteristics
Corona: a threatened kingdom! The serious gamebook's logbook
Exploring User Experience and Usability of mHealth applications for people with diabetes: An Evaluation Study Using UEQ and HE4EH Checklist
Screen-Reader Based Contextual Exploration of Mathematical Formulas in Brazilian Portuguese: Design, User Evaluation and Teaching Scenario in the Context of Numerical Analysis
Towards Ethics in Information Systems
Immersive Learning Research from SVR Publications: A Re-conduction of the Systematic Mapping Study
Prototyping and Evaluating TWIRL: A Temperature-Controlled DIY Airflow System for Enhancing Immersive Media
Eleven years of WCAMA (2013 - 2023): A Comprehensive Descriptive and Meta-Scientific Analysis
Enhancing Usability Assessment with a Novel Heuristics-Based Approach Validated in an Actual Business Setting
Discovering Accessible Financial Systems Resources for Emergent Users
Analyzing Discourses in Portuguese Word Embeddings: A Case of Gender Bias Outside the English-Speaking World
Planning the Design and Execution of Student Performance Assessment in Serious Games
Automatic Complaints Classification in E-Commerce: A Case Study Using CRISP-DM
FisioLung: A System for Training and Monitoring of Respiratory Physiotherapy Sessions
Construction of a mobile game for learning Libras - Guess teaching
On the investigation of Usability in the Caixa Tem Application
A gamified solution to promote positive habits in children and adolescents with Intellectual Disabilities
A Set of Professional Tools to Support the Design and Evaluation of Real-Time Payment Systems and Emergent Users
Promoting prevention to fake news through an educational software
Methodology for building RPG games to raise awareness of interdisciplinary collaboration among healthcare professionals
Inspecting the Accessibility of Chatbots and Mobile Banking for Emergent Users in the Context of People with Low Literacy
Kahoot as a data collection tool to work with school age children
Tennisgame Physio: A tool for amputees physiotherapy based on gamification
What is the State of the Art on UX Data Visualization? A Systematic Mapping of the Literature
Evaluating a Serious Game for Math: Is it Useful and Fun?
Foveated Path Culling: A mixed path tracing and radiance field approach for optimizing rendering in XR Displays
A User Evaluation of a Collaborator Recommender based on Co-Changed Files
Assessing Depth Perception in Virtual Environments: A Comprehensive Framework
Coffee Plant Leaf Disease Detection for Digital Agriculture
Peg.Ada: uncovering digital footprint's career impact for girls
Dengueside Survival: Providing a serious board game to fight against the Aedes aegypti mosquito
Exploring how experienced and unexperienced professionals use a privacy threat modeling methodology
Red Alert! Unveiling Insights in Violence Against Women through Interactive Data Visualization
Learning Self-distilled Features for Facial Deepfake Detection Using Visual Foundation Models: General Results and Demographic Analysis
Gamification Techniques and Contribution Filtering in Crowdsourcing Micro-Task Applications
Trends and Research in Digital Game Project Management: A Systematic Literature Review
Evaluating a Procedural Content Orchestrator Gameplay Data and Classifying User Profiles
Enhancing Ethical Communication in Brazilian Computing Research: A Framework for Human Involvement Reporting
UX-MAPPER: An automated approach to analyze app store reviews with a focus on UX