| 1 |
ROS-based mapping, localization and autonomous navigation using a Pioneer 3-DX robot and their relevant issues |
162 |
2011 |
| 2 |
Current state of agile user-centered design: A survey |
160 |
2009 |
| 3 |
Scheduling as a fuzzy multiple criteria optimization problem |
155 |
1996 |
| 4 |
Local search for shift design |
142 |
2004 |
| 5 |
Making apps useable on multiple different mobile platforms: On interoperability for business application development on smartphones |
131 |
2012 |
| 6 |
Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification |
124 |
2014 |
| 7 |
Efficient generation of rotating workforce schedules |
119 |
2002 |
| 8 |
From extreme programming and usability engineering to extreme usability in software engineering education (XP+ UE/spl rarr/XU) |
94 |
2005 |
| 9 |
Comparison of iterative improvement techniques for schedule optimization |
90 |
1996 |
| 10 |
The minimum shift design problem |
88 |
2007 |
| 11 |
Female students in computer science education: Understanding stereotypes, negative impacts, and positive motivation |
77 |
2020 |
| 12 |
On network design problems: fixed cost flows and the covering steiner problem |
75 |
2005 |
| 13 |
Integration of extreme programming and user-centered design: Lessons learned |
70 |
2009 |
| 14 |
Agile user-centered design applied to a mobile multimedia streaming application |
61 |
2008 |
| 15 |
Fuzzy logic in artificial intelligence: 8th Austrian artificial intelligence conference, FLAI'93, Linz, Austria, June 28-30, 1993: proceedings |
57 |
1993 |
| 16 |
Investigating agile user-centered design in practice: A grounded theory perspective |
57 |
2009 |
| 17 |
Rota: a research project on algorithms for workforce scheduling and shift design optimization |
57 |
2001 |
| 18 |
Game development-based learning experience: Gender differences in game design |
50 |
2018 |
| 19 |
Local search techniques for scheduling problems: algorithms and software tool |
49 |
2003 |
| 20 |
Tinkering with Pocket Code, a Scratch-like programming app for your smartphone |
49 |
2014 |
| 21 |
A flow shop with compatibility constraints in a steelmaking plant |
46 |
1994 |
| 22 |
User interface design for a mobile multimedia application: An iterative approach |
45 |
2008 |
| 23 |
Catroid: a mobile visual programming system for children |
43 |
2012 |
| 24 |
Why personal information management (PIM) technologies are not widespread |
39 |
2009 |
| 25 |
An AI-based break-scheduling system for supervisory personnel |
37 |
2010 |
| 26 |
Fuzzy logic in artificial intelligence |
37 |
1994 |
| 27 |
Tagging might not be slower than filing in folders |
36 |
2012 |
| 28 |
Fuzzy scheduling |
35 |
1994 |
| 29 |
Scheduling breaks in shift plans for call centers |
33 |
2008 |
| 30 |
A mobile visual programming system for Android smartphones and tablets |
29 |
2012 |
| 31 |
A hybrid LS-CP solver for the shifts and breaks design problem |
28 |
2010 |
| 32 |
Interactively adding web service interfaces to existing web applications |
28 |
2004 |
| 33 |
Empirical comparison of visual to hybrid formula manipulation in educational programming languages for teenagers |
27 |
2014 |
| 34 |
Pocket code: a scratch-like integrated development environment for your phone |
27 |
2014 |
| 35 |
A Performance and Scalability Metric for Virtual RDF Graphs |
25 |
2007 |
| 36 |
Engaging students in open source: Establishing foss development at a university |
25 |
2019 |
| 37 |
Open principles in new business models for information systems |
25 |
2019 |
| 38 |
Automated Bidirectional Languages Localization Testing for Android Apps with Rich GUI |
24 |
2016 |
| 39 |
Automated shift design and break scheduling |
23 |
2013 |
| 40 |
XP+ UEâ XU praktische erfahrungen mit eXtreme usability |
23 |
2006 |
| 41 |
The learning value of game design activities: association between computational thinking and cognitive skills |
22 |
2020 |
| 42 |
Weaving twitter stream into linked data a proof of concept framework |
22 |
2011 |
| 43 |
Evaluation of game templates to support programming activities in schools |
21 |
2018 |
| 44 |
Pocket game jams: a constructionist approach at schools |
21 |
2015 |
| 45 |
Research issues and challenges in fuzzy scheduling |
20 |
1994 |
| 46 |
On some winning strategies for the Iterated Prisonerâs Dilemma, or, Mr. Nice Guy and the Cosa Nostra |
19 |
2007 |
| 47 |
Practical usability in XP software development processes |
19 |
2012 |
| 48 |
Reducing cognitive load through the worked example effect within a serious game environment |
19 |
2020 |
| 49 |
The complexity of graph Ramsey games |
19 |
2000 |
| 50 |
" Computer Science for all": Concepts to engage teenagers and non-CS students in technology |
18 |
2019 |
| 51 |
Girls create games: Lessons learned |
18 |
2019 |
| 52 |
A reusable iterative optimization software library to solve combinatorial problems with approximate reasoning |
17 |
1998 |
| 53 |
Bridging the Gap: A Computer Science Pre-MOOC for First Semester Students |
17 |
2020 |
| 54 |
Female teenagers and coding: Create gender sensitive and creative learning environments |
17 |
2018 |
| 55 |
Integrating extreme programming and user-centered design |
17 |
2008 |
| 56 |
The influence of AJAX on Web Usability |
17 |
2010 |
| 57 |
It's in your pocket: A MOOC about programming for kids and the role of OER in teaching and learning contexts |
16 |
2018 |
| 58 |
Design, code, stitch, wear, and show it! mobile visual pattern design in school contexts |
15 |
2020 |
| 59 |
FLIP++ A fuzzy logic inference processor library |
15 |
1995 |
| 60 |
Functional Magnetic Resonance Imaging and the Challenge of Balancing Human Security with State Security |
15 |
2012 |
| 61 |
Graph ramsey games |
15 |
1999 |
| 62 |
Optimizing extreme programming |
15 |
2008 |
| 63 |
A heuristic based system for generation of shifts with breaks |
14 |
2004 |
| 64 |
Recognition of segmented Arabic/Urdu characters using pixel values as their features |
14 |
2012 |
| 65 |
TagTree: Storing and re-finding files using tags |
14 |
2011 |
| 66 |
Vague data management in production process scheduling applied to high-grade steelmaking |
14 |
1992 |
| 67 |
Analyzing and managing complex software ecosystems: A framework to understand value in information systems |
13 |
2018 |
| 68 |
Applying aspect oriented programming in usability engineering processes: On the example of tracking usage information for remote usability testing |
13 |
2011 |
| 69 |
A Symmetric Strategy |
13 |
2002 |
| 70 |
Endgame problems of Sim-like graph Ramsey avoidance games are PSPACE-complete |
13 |
2002 |
| 71 |
On the computational complexity of the forcing chromatic number |
13 |
2007 |
| 72 |
Rock bottom, the world, the sky: Catrobat, an extremely large-scale and long-term visual coding project relying purely on smartphones |
13 |
2018 |
| 73 |
Unravelling the numerical and spatial underpinnings of computational thinking: A pre-registered replication study |
12 |
2022 |
| 74 |
âRemoteMentorâ Evaluation of Interactions Between Teenage Girls, Remote Tutors, and Coding Activities in School Lessons |
11 |
2020 |
| 75 |
The minimum shift design problem and its relation to the minimum edge-cost flow problem |
11 |
2001 |
| 76 |
Uncertainty management by relaxation of conflicting constraints in production process scheduling |
11 |
1992 |
| 77 |
Concept and design of a contextual mobile multimedia content usability study |
10 |
2009 |
| 78 |
Game design with pocket code: providing a constructionist environment for girls in the school context |
10 |
2018 |
| 79 |
Streamlining mobile app deployment with Jenkins and Fastlane in the case of Catrobat's pocket code |
10 |
2018 |
| 80 |
On network design problems: Fixed cost flows and the covering Steiner problem |
9 |
2002 |
| 81 |
Pocket code-a mobile visual programming framework for app development |
9 |
2019 |
| 82 |
App creation in schools for different curricula subjects-lesson learned |
8 |
2018 |
| 83 |
Creating a comparative environment for pim evaluation |
8 |
2012 |
| 84 |
Scaling and internationalizing an agile foss project: Lessons learned |
8 |
2015 |
| 85 |
Advanced Personnel Vetting Techniques in Critical Multi-Tennant Hosted Computing Environments |
7 |
2013 |
| 86 |
How to encourage girls to code through embroidery patterns |
7 |
2021 |
| 87 |
Inequalities for women in science, technology and innovation |
7 |
2022 |
| 88 |
Introducing agile product owners in a floss project |
7 |
2019 |
| 89 |
On the lengths of symmetry breakingâpreserving games on graphs |
7 |
2004 |
| 90 |
Searching for classes of visual content in electronic lectures |
7 |
2007 |
| 91 |
Standing on the shoulders of their peers: success factors for massive cooperation among children creating open source animations and games on their smartphones |
7 |
2012 |
| 92 |
The role of game jams in developing informal learning of computational thinking: a cross-European case study |
7 |
2018 |
| 93 |
Enabling Teenagers to Create and Share Apps |
6 |
2018 |