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Virtual Reality, Augmented Reality and Metaverse: Customer Experience Approach and User Experience Evaluation Methods. Literature Review., , , , and . HCI (15), volume 14025 of Lecture Notes in Computer Science, page 554-566. Springer, (2023)Team performance assessment and improvement in an agile methodology framework., and . CLEI, page 1-10. IEEE, (2022)Implementing Digital Transformation Processes in Industry 4.0., , , , , and . HCI (15), volume 14025 of Lecture Notes in Computer Science, page 323-335. Springer, (2023)AgileSkillsTrace: Plataforma web para soportar trazabilidad de habilidades ágiles clave., , , and . SCCC, page 1-8. IEEE, (2020)MMLA approach to analyze collaborative work in Lego Serious Play activities., , , and . SCCC, page 1-8. IEEE, (2021)Relationships Between Social Interactions and Belbin Role Types in Collaborative Agile Teams., , and . IEEE Access, (2023)Key Skills to Work With Agile Frameworks in Software Engineering: Chilean Perspectives., , , , , , and . IEEE Access, (2021)Introducing Low-Cost Sensors into the Classroom Settings: Improving the Assessment in Agile Practices with Multimodal Learning Analytics., , , , , , , , and . Sensors, 19 (15): 3291 (2019)A Learning Analytics Framework to Analyze Corporal Postures in Students Presentations., , , , , , , and . Sensors, 21 (4): 1525 (2021)Flipped classroom + plickers, an experience to propitiate collaborative learning in software engineering., , , and . SCCC, page 1-7. IEEE, (2017)