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3. Inclusive Platform: GUS for Social Inclusion and Competencies Development in Cerebral Palsy

4. An Augmented System Based on Machine Learning for Boccia Assisted Gameplay

5. Web Application for the Learning of Emotions in Children with Autism Spectrum Disorder

6. A Step Towards Obtaining an Innovative Smartbath for Shower in Bed of Disabled and Elder’s People

7. Team-Based Learning to Enhance Student’ Competencies in a Fluid Mechanics Module

8. Automatic Wardrobe for Blind People

9. Industrial Networks Protocols PROFIBUS and RS485 – A Description of the Most Common Problems

10. Students' Perceptions Regarding Assessment Changes in a Fluid Mechanics Course

11. Deep Learning in Taekwondo Techniques Recognition System: A Preliminary Approach

12. HiZeca: A Serious Game for Emotions Recognition

13. A Review in the Use of Artificial Intelligence in Textile Industry

14. Monitoring System of Taekwondo Athletes’ Movements: First Insights

18. Development and Design of an Evaluation Interface for Taekwondo Athletes: First Insights

19. Virtual Lab Virtues in Distance Learning

20. Understand the Importance of Garments’ Identification and Combination to Blind People

22. Mapping the implementation of active learning approaches in a school of engineering – the positive effect of teacher training.

23. A Model Approach for an Automatic Clothing Combination System for Blind People

24. Your Turn to Learn – Flipped Classroom in Automation Courses

25. Poster: Technique of Active Online Training: Lessons Learnt from EngiMath Project

29. Real-Time Data Movements Acquisition of Taekwondo Athletes: First Insights

30. Mechatronic System for the Promotion of Physical Activity in People with Motor Limitations: First Insights

31. Boccia Court Analysis for Promoting Elderly Physical Activity

32. Perspectives of Entrepreneurship in Engineering Education: An Exploratory Study

33. Building a Behaviour Architecture: An Approach for Promoting Human-Robot Interaction

34. Integrating MIT App-Inventor in PLC Programming Teaching

37. Design and Testing of a Textile EMG Sensor for Prosthetic Control

38. Design of a Smart Mechatronic System to Combine Garments for Blind People: First Insights

39. Didactic Toy for Children with Special Needs

40. Adequacy of Game Scenarios for an Object with Playware Technology to Promote Emotion Recognition in Children with Autism Spectrum Disorder

41. Evaluation of Implementation of Gamification, Game-Based Learning, and Active Methodologies to the Flipped Classroom Model

45. Serious Game for Teaching Statistics in Higher Education: Storyboard Design

47. Design of a Framework to Promote Physical Activity for the Elderly

48. PlayCube: Designing a Tangible Playware Module for Human-Robot Interaction

49. Facial Virtual Tracking: A System to Mirror Emotions

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