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Exploring Touching Learning Environments, , and . Learning to Live in the Knowledge Society, volume 281 of IFIP The International Federation for Information Processing, Springer US, (2008)A new model for service and application convergence in B3G/4G networks., and . IEEE Wirel. Commun., 11 (5): 6-12 (2004)Can Gamification Improve the Benefits of Student Response Systems in Learning? An Experimental Study., , and . IEEE Trans. Emerg. Top. Comput., 4 (3): 429-438 (2016)Using Deep Convolutional Neural Network for Emotion Detection on a Physiological Signals Dataset (AMIGOS)., , , , and . IEEE Access, (2019)Analysing the Impact of Built-In and External Social Tools in a MOOC on Educational Technologies., , , , , and . EC-TEL, volume 8095 of Lecture Notes in Computer Science, page 5-18. Springer, (2013)Time-Elastic Generative Model for Acceleration Time Series in Human Activity Recognition., and . Sensors, 17 (2): 319 (2017)Selenium-Jupiter: A JUnit 5 extension for Selenium WebDriver., , , and . CoRR, (2024)Assessing Gait Impairments Based on Auto-Encoded Patterns of Mahalanobis Distances from Consecutive Steps., , and . AAATE Conf., volume 242 of Studies in Health Technology and Informatics, page 733-740. IOS Press, (2017)Using Recurrent Neural Networks to Compare Movement Patterns in ADHD and Normally Developing Children Based on Acceleration Signals from the Wrist and Ankle., , , , and . Sensors, 19 (13): 2935 (2019)Early Infrastructure of an Internet of Things in Spaces for Learning, , and . Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies, page 381--383. Washington, DC, USA, IEEE Computer Society, (2008)