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Modelling and Visualizing People Flow in Smart Buildings: a Case Study in a University Campus.

, , , , and . GoodIT, page 309-312. ACM, (2021)

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Getting one voice: tuning up experts' assessment in measuring accessibility., , , and . W4A, page 16. ACM, (2012)Shaping the coocoon: A model for wrapping learning contents on an e-learning platform., , and . IADIS AC (1), page 307-315. IADIS Press, (2009)Trustworthiness assessment in mapping urban accessibility via sensing and crowdsourcing., , and . Urb-IoT, page 108-110. ICST, (2014)Gamification in Crowdsourcing Applications., , and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Personalizing Pedestrian Accessible way-finding with mPASS., , and . CCNC, page 1119-1124. IEEE, (2016)Food and gastronomic heritage: Telling a story of eyes and hands., , , and . ISCC, page 6-9. IEEE Computer Society, (2016)Design and Experimental Evaluation of an Adaptive Playout Delay Control Mechanism for Packetized Audio for Use over the Internet., , , , and . Multim. Tools Appl., 14 (1): 23-53 (2001)GAPforAPE: an augmented browsing system to improve Web 2.0 accessibility., , , and . New Rev. Hypermedia Multim., 18 (3): 205-229 (2012)Crowdsourcing Urban Accessibility: : Some Preliminary Experiences with Results., , , , and . CHItaly, page 130-133. ACM, (2015)Gamification of a University-level Web Technologies course: a five years experience., , , and . CCNC, page 88-93. IEEE, (2022)