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Praxis: Bringing an European dimension to Project/Internship academic activities., , , and . ITHET, page 1-5. IEEE, (2014)High-Level Model for Educational Collaborative Virtual Environments Development., , and . ICALT, page 356-358. IEEE Computer Society, (2012)A Model for Implementing Learning Games on Virtual World Platforms., and . Interacción, page 98:1-98:2. ACM, (2014)Virtual Sign - A Real Time Bidirectional Translator of Portuguese Sign Language., , , , , , , and . DSAI, volume 67 of Procedia Computer Science, page 252-262. Elsevier, (2015)Gamification ecosystems., , and . TEEM, page 243-244. ACM, (2015)Educational content using Blind/Deaf Communications API., , , , , , , , and . TEEM, page 100-104. ACM, (2018)Educational Collaborative Virtual Environments: Evaluation Model., , and . ICALT, page 215-216. IEEE Computer Society, (2013)Neurocognitive Stimulation Game: Serious Game for Neurocognitive Stimulation and Assessment., , , , and . SGAMES, volume 176 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 74-81. Springer, (2016)Automatic Sign Language Translation to Improve Communication., , , , and . EDUCON, page 937-942. IEEE, (2019)A Revolutionary Real-Time Translation Tool for Text, Audio, and Sign Language from Images., , and . CSEDU (1), page 486-493. SCITEPRESS, (2024)