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Immersed in Learning: supporting creative practice in virtual worlds, , , , , , , , , and 6 other author(s). Learning, Media and Technology, 35 (2): 99 - 110 (2010)Social virtual worlds for technology-enhanced learning on an augmented learning platform, , and . Learning, Media and Technology, 35 (2): 139 - 153 (2010)The city at play: Second Life and the virtual urban planning studio, , , , , , , , , and 8 other author(s). Learning, Media and Technology, 35 (2): 227 - 242 (2010)Fuzzy processing for active vision., , , , and . Integr. Comput. Aided Eng., 10 (3): 267-285 (2003)GAMENET: EU Networking for Development and Application of Next-Generation Computer Games., , and . GAME-ON, ?, (2002)A Review of Eye-Tracking and Usability in Computer Games., , , and . GAME-ON, page 26-. EUROSIS, (2003)Identifying lake longer-term dynamics via fuzzy relations and non-linear Kalman filters., , , and . ECC, page 3982-3988. IEEE, (1999)Efficient Object Location in Frame Sequences using Adaptive Fuzzy-Tuned Scanpaths., , , and . IS, page 126-130. ISCA, (2000)Identification and Adaptive Control of Nonlinear Processes Using Combined Neural Networks and Genetic Algorithms., and . ICANNGA, page 396-399. Springer, (1995)An Inference Methodology for Reasoning About Visual Information for a Virtual Environment., , and . GAME-ON, page 53-. EUROSIS, (2003)