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Fighting Technical Complexity in Authoring E-Learning Material.

, , , , and . ICALT, page 440-442. IEEE Computer Society, (2008)

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Encouraging users in waste sorting using deep neural networks and gamification., , , , , and . GoodIT, page 230-235. ACM, (2021)Hierarchical clustering as an unsurpervised machine learning algorithm for hyperspectral image segmentation of films., , and . GoodIT, page 397-402. ACM, (2022)Integrating Manual and Automatic Evaluations to Measure Accessibility Barriers., , , and . ICCHP (1), volume 7382 of Lecture Notes in Computer Science, page 388-395. Springer, (2012)A data visualization exploration to facilitate a sustainable usage of premises in a Smart Campus context., , , and . GOODTECHS, page 24-29. ACM, (2020)Notes for a Collaboration: On the Design of a Wiki-type Educational Video Lecture Annotation System., , , and . ICSC, page 651-656. IEEE Computer Society, (2007)Untangling between fake-news and truth in social media to understand the Covid-19 Coronavirus., , , and . ISCC, page 1-6. IEEE, (2020)A context-aware system for personalized and accessible pedestrian paths., , and . HPCS, page 833-840. IEEE, (2014)Almawhere 2.0: a pervasive system to facilitate indoor wayfinding., , , , and . CCNC, page 1-4. IEEE, (2020)Gamification and Accessibility., , and . CCNC, page 1-5. IEEE, (2019)A blue Monday? Try walking on a yellow path., , , and . ISCC, page 1-5. IEEE Computer Society, (2017)