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Exergames for Parkinson's Disease Patients: How Participatory Design Led to Technology Adaptation., , , , , and . ICIMTH, volume 251 of Studies in Health Technology and Informatics, page 78-81. IOS Press, (2018)Mobile devices in lifelong learning: Setting a research agenda., , and . TISHW, page 1-7. IEEE, (2018)Using Art and Technology to support Geometry Learning for All: A Conceptual Instructional Design., , , , , , , , , and . DSAI, page 179-186. ACM, (2018)Cross-Course and Multi-course Sentiment Classification of Student Posts., , , , , , , and . BFAL, volume 12462 of Lecture Notes in Computer Science, page 55-65. Springer, (2020)On Enhancing Blended-Learning Scenarios through Fuzzy Logic-based Modeling of Users' LMS Quality of Interaction - The Rare & Contemporary Dance Paradigms., , and . VISAPP (2), page 765-772. SciTePress, (2014)FuzzyQoI-Based Estimation of the Quality of Interaction in Online Learning Amid Covid-19: A Greek Case-Study., , , and . TECH-EDU, volume 1384 of Communications in Computer and Information Science, page 249-262. Springer, (2020)Innovative interventions for Parkinson's disease patients using iPrognosis games: an evaluation analysis by medical experts., , , , , , , , , and 8 other author(s). PETRA, page 39:1-39:8. ACM, (2020)Towards a Hybrid World - The Fuzzy Quality of Collaboration/Interaction (FuzzyQoC/I) Hybrid Model in the Semantic Web 3.0., , , and . CSEDU (2), page 187-195. SciTePress, (2015)On Capturing Older Adults' Smartphone Keyboard Interaction as a Means for Behavioral Change Under Emotional Stimuli Within i-PROGNOSIS Framework., , , , , , and . HCI (7), volume 10277 of Lecture Notes in Computer Science, page 346-356. Springer, (2017)Frailty, falls, and functional loss education: The 3Fights@Edu MOOC perspective., , , , , , and . TISHW, page 15:1-15:6. IEEE, (2016)