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Discussing human values in digital immortality: towards a value-oriented perspective.

, , , , , and . J. Braz. Comput. Soc., 27 (1): 15 (2021)

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Learning analytics: entendendo e otimizando o aprendizado., , and . IHC (Companion), page 59-60. ACM, (2014)Recommender Systems with Social Elements: A Systematic Mapping., , and . SBSI, page 4:1-4:8. ACM, (2018)5W2H Framework: a guide to design, develop and evaluate the user-centered gamification., , and . IHC, page 14:1-14:10. ACM, (2016)Designing, Developing and Evaluating Gamification: An Overview and Conceptual Approach., , and . Data Analytics Approaches in Educational Games and Gamification Systems, Springer, (2019)Migration paths of the brazilian HCI community., , and . IHC, page 25:1-25:10. ACM, (2015)Self-knowledge: reflecting on the influence of IHC publications on its own event., , , and . IHC, page 20:1-20:9. ACM, (2016)Avaliação do ambiente JEMS., , , , , and . IHC, page 78. ACM, (2006)Analysing gamification elements in educational environments using an existing Gamification taxonomy., , , , , , , , , and . CoRR, (2020)Question Classification with Constrained Resources: A Study with Coding Exercises., , , , , , , , , and . AIED (Posters/Late Breaking Results/...), volume 1831 of Communications in Computer and Information Science, page 734-740. Springer, (2023)Computational Thinking Development in children both neurotypical and with Intellectual Disabilities by the Game "Pensar e Vestir"., , , and . IHC, page 34:1-34:10. ACM, (2023)