Departamento
Ingeniería del Software e Inteligencia Artificial
Capítulos de Libro (11) Publicaciones en las que ha participado algún/a investigador/a
2022
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A bibliometrics and text analytics review of games and gamification in education
Handbook of Research on the Influence and Effectiveness of Gamification in Education (IGI Global), pp. 23-45
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A macro-scale MOOC analysis of the socioeconomic status of learners and their learning outcomes
Socioeconomic Inclusion During an Era of Online Education (IGI Global), pp. 1-22
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An efficient lightweight speck technique for edge-IoT-based smart healthcare systems
5G IoT and Edge Computing for Smart Healthcare (Elsevier), pp. 139-162
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Capacidades avanzadas de simulación y evaluación en Cyber Ranges con elementos de gamificación
Investigación en Ciberseguridad Actas de las VII Jornadas Nacionales (7º.2022.Bilbao) (Fundación Tecnalia Research and Innovation), pp. 55-62
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Classification System to Detect Diseases in Apples by Using a Convolutional Neural Network
Studies in Systems, Decision and Control (Springer Science and Business Media Deutschland GmbH), pp. 331-340
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N-gram-driven word level recombination: Exploring a search space of metrically valid verse
Computational Stylistics in Poetry, Prose, and Drama (De Gruyter), pp. 203-221
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Natural computing and unsupervised learning methods in smart healthcare data-centric operations
Cognitive and Soft Computing Techniques for the Analysis of Healthcare Data (Elsevier), pp. 165-190
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Prólogo de Jorge Jesús Gómez Sanz, vicerrector de Tecnología y Sostenibilidad
Trabajos en sostenibilidad y resiliencia socio-ecológica en la Universidad Complutense de Madrid (Ediciones Complutense), pp. 13-16
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Tecnologías y aplicaciones en el contexto de un smart campus
Trabajos en sostenibilidad y resiliencia socio-ecológica en la Universidad Complutense de Madrid (Ediciones Complutense), pp. 65-89
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VITAL EMO: THE BOREDOM DETECTOR WITH A MACHINE LEARNING PERSPECTIVE
ENSEÑANZA Y APRENDIZAJE DIGITALES: AVANCES EN TRIC (Fragua)
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Virtual Reality for Teacher Training
Methodologies and Use Cases on Extended Reality for Training and Education, pp. 21-47