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"di Piazza in Piazza": Reimagining cultural specific interactions for people-centered exhibitions.

, , , , and . ICNC, page 1-5. IEEE Computer Society, (2016)

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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 blue Monday? Try walking on a yellow path., , , and . ISCC, page 1-5. IEEE Computer Society, (2017)TagLecture: The gamification of video lecture indexing through quality-based tags., , and . ISCC, page 122-127. IEEE Computer Society, (2017)On the design of an app for foreign languages incidental learning., , , , and . ISCC, page 111-116. IEEE Computer Society, (2017)MecWilly in your pocket: On evaluating a mobile serious game for kids., , , and . ISCC, page 185-189. IEEE Computer Society, (2016)Untangling between fake-news and truth in social media to understand the Covid-19 Coronavirus., , , and . ISCC, page 1-6. IEEE, (2020)Towards accessible graphs in HTML-based scientific articles., , , , and . CCNC, page 1067-1072. IEEE, (2017)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)