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From gamification to pervasive game in mapping urban accessibility., , , and . CHItaly, page 126-129. ACM, (2015)Toward a Digital Twin: Combining Sensing, Machine Learning, and Data Visualization for the Effective Management of a Coastal Lagoon Environment., , , and . CCNC, page 1-6. IEEE, (2024)See the World Through the Eyes of a Child: Learning from children's cognitive maps for the design of child-targeted locative systems., , , , and . Conference on Designing Interactive Systems, page 763-776. ACM, (2019)Promoting a Safe Return to University Campuses during the COVID-19 Pandemic: Crowdsensing Room Occupancy., , , , , , , , , and . GoodIT, page 145-150. ACM, (2021)Culturally-Informed Co-design of Interactive Digital Tools with Citizen Science Communities., and . GoodIT, page 517-520. ACM, (2023)On Assessing the Accuracy of Air Pollution Models Exploiting a Strategic Sensors Deployment., , , , , and . GOODTECHS, page 55-58. ACM, (2018)IoT and Data Visualization to Enhance Hyperlocal Data in a Smart Campus Context., , and . GOODTECHS, page 1-6. ACM, (2018)Augmenting Good Behaviour: Mixing Digital and Reality to Promote Sustainability in a Campus Community., , and . GOODTECHS, page 189-194. ACM, (2019)Exploiting Reinforcement Learning to Profile Users and Personalize Web Pages., , , and . COMPSAC Workshops, page 252-257. IEEE Computer Society, (2014)Fitting like a GlovePi: A wearable device for deaf-blind people., , , and . CCNC, page 1057-1062. IEEE, (2017)