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SOI Based Video Recommender Systems - Interaction Design Issues and Collective Intelligence.

, , and . WAIHCWS, volume 1051 of CEUR Workshop Proceedings, page 7-13. CEUR-WS.org, (2013)

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m-AdaptWeb®: An Adaptive e-Learning Environment Facing Mobility - Adaptation and Recomendation Processes based on Context., , , , , and . CSEDU (2), page 395-400. SciTePress, (2012)A study on the impact of gamification on students' behavior and performance through learning paths., , , and . ICALT, page 84-86. IEEE, (2020)A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments., , , , , , , , , and 3 other author(s). IEEE Trans. Learn. Technol., (2024)GARFIELD: A Recommender System to Personalize Gamified Learning., , , , , , , , , and 1 other author(s). AIED (1), volume 13355 of Lecture Notes in Computer Science, page 666-672. Springer, (2022)Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers., , , , , , , , , and . AIED (2), volume 13356 of Lecture Notes in Computer Science, page 259-262. Springer, (2022)SOI Based Video Recommender Systems - Interaction Design Issues and Collective Intelligence., , and . WAIHCWS, volume 1051 of CEUR Workshop Proceedings, page 7-13. CEUR-WS.org, (2013)O Uso de Listas de Verificação para Avaliação da Usabilidade de um Ambiente de EAD na Web., and . SBSI, page 130-138. (2006)Are we ready for the World Cup? Uma avaliação ergonômica para analisar a qualidade de 51 sites relacionados à Copa do Mundo de 2014 e suas versões móveis., , , and . SBSI, page 280-291. (2014)A Penny for your Thoughts: Students and Instructors' Expectations about Learning Analytics in Brazil., , , , , , , , , and . LAK, page 186-196. ACM, (2022)Digital Games for Math Literacy: A Systematic Literature Mapping on Brazilian Publications., , and . WorldCIST (2), volume 445 of Advances in Intelligent Systems and Computing, page 245-254. Springer, (2016)