Capítulos de Libro (11) Publicaciones en las que ha participado algún/a investigador/a

2022

  1. 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

  2. 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

  3. An efficient lightweight speck technique for edge-IoT-based smart healthcare systems

    5G IoT and Edge Computing for Smart Healthcare (Elsevier), pp. 139-162

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. VITAL EMO: THE BOREDOM DETECTOR WITH A MACHINE LEARNING PERSPECTIVE

    ENSEÑANZA Y APRENDIZAJE DIGITALES: AVANCES EN TRIC (Fragua)

  11. Virtual Reality for Teacher Training

    Methodologies and Use Cases on Extended Reality for Training and Education, pp. 21-47