Lauren Stacey Ferro

Pubblicazioni

Titolo Pubblicato in Anno
An Approach to Assess the Impact of Tutorials in Video Games INFORMATICS 2023
Gea2: a Serious Game for Technology Enhanced Learning in STEM IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES 2022
Human Factors in Phishing Attacks: A Systematic Literature Review ACM COMPUTING SURVEYS 2022
AWATO: A Serious Game to Improve Cybersecurity Awareness 4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022 2022
Intelligent pedagogic agents (IPAs) in GEA2, an educational game to teach STEM topics Advances in Intelligent Systems and Computing 2021
A Human Factor Approach to Threat Modeling Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 2021
A game-based learning experience for improving cybersecurity awareness ITASEC 2020 Italian Conference on Cyber Security 2020
Another week at the office (awato) – an interactive serious game for threat modeling human factors Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 2020
V-DOOR: A Real-Time Virtual Dressing Room Application Using Oculus Rift ACM International Conference Proceeding Series 2020
CyberVR: An Interactive Learning Experience in Virtual Reality for Cybersecurity Related Issues ACM International Conference Proceeding Series 2020
Alerting Users About Phishing Attacks HCI for Cybersecurity, Privacy and Trust 2019
An Approach to Identifying What Has Gone Wrong in a User Interaction Human-Computer Interaction – INTERACT 2019 2019
An interactive learning experience for cybersecurity related issues 2019
VERTO: a visual notation for declarative process models Proceedings of the 2018 international conference on advanced visual interfaces 2018
An analysis of players’ personality type and preferences for game elements and mechanics ENTERTAINMENT COMPUTING 2018
Conquering an exo-planet through the use of a virtual role playing game assisted by an emotionally intelligent pedagogical agent Proceedings of the European Conference on Games-based Learning 2016

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