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A Case Study on Gaming Implementation for Social Inclusion and Civic Participation.

, , , , , , , and . ICIST, volume 1665 of Communications in Computer and Information Science, page 305-314. Springer, (2022)

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Rationale, Design and Validity of Immersive Virtual Reality Exercises in Cognitive Rehabilitation., , , , , , and . ICIST, volume 1665 of Communications in Computer and Information Science, page 160-170. Springer, (2022)The Mobile Application Based on Augmented Reality for Learning STEM Subjects., , , and . ICIST, volume 920 of Communications in Computer and Information Science, page 476-482. Springer, (2018)A Case Study on Gaming Implementation for Social Inclusion and Civic Participation., , , , , , , and . ICIST, volume 1665 of Communications in Computer and Information Science, page 305-314. Springer, (2022)Prediction of Pending Data Using Interpolation and Extrapolation Techniques for Virtual Rowing., , and . Int. J. Comput. Commun. Control, (2020)Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients., , , , , , , , , and . Inf., 13 (12): 564 (2022)Serious Game iDO: Towards Better Education in Dementia Care., , , , , , and . Information, 10 (11): 355 (2019)