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Visualizing and analyzing the evolution of authorship and co-authorship networks of articles from the Brazilian symposium on human factors in computing systems.

, , and . IHC, page 31:1-31:11. ACM, (2022)

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Designing a tangible tabletop installation and enacting a socioenactive experience with TangiTime., and . J. Braz. Comput. Soc., 27 (1): 9 (2021)Resolução de Problemas e Colaboração a Distância: modelo, artefatos e sistema., and . Revista Brasileira de Informática na Educ., 17 (2): 21-35 (2009)Analyzing the socioenactive dimensions of creative learning environments with preschool children., and . IHC, page 6:1-6:10. ACM, (2020)Embodiment in interactive installations: results from a systematic literature review., , , and . IHC, page 14:1-14:13. ACM, (2022)First Steps in Developing Tangible Artifacts for All: Enabling Ideation and Discussion Processes., and . ICISO, volume 527 of IFIP Advances in Information and Communication Technology, page 238-247. Springer, (2018)Pincello: An Affordable Electronics Kit for Prototyping Interactive Installations., and . HCI (3), volume 12183 of Lecture Notes in Computer Science, page 243-261. Springer, (2020)A socio-constructionist environment to create stories using tangible interfaces., and . IHC, page 1:1-1:10. ACM, (2015)Using ethnographic data to support preschool children's game design., and . IHC, page 55:1-55:10. ACM, (2019)OpenDesign of Scientific Research in Pandemic Context., and . Interact. Comput., 35 (2): 105-117 (August 2023)Beyond the Physical and Virtual for a Socioenactive Interaction., and . CLIHC, page 11:1-11:8. ACM, (2023)