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Gamification for Education of the Digitally Native Generation by Means of Virtual Reality, Augmented Reality, Machine Learning, and Brain-Computing Interfaces in Museums.

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Chapter Nine - "Last mile" optimization of edge computing ecosystem with deep learning models and specialized tensor processing architectures., , , , , , and . Adv. Comput., (2021)IMP Science Gateway: from the Portal to the Hub of Virtual Experimental Labs in e-Science and Multiscale Courses in e-Learning., , , , , and . Concurr. Comput. Pract. Exp., 27 (16): 4451-4464 (2015)From Quantity to Quality: Massive Molecular Dynamics Simulation of Nanostructures under Plastic Deformation in Desktop and Service Grid Distributed Computing Infrastructure., , , and . CoRR, (2014)Generating and Estimating Nonverbal Alphabets for Situated and Multimodal Communications., , , and . CoRR, (2017)Parallel Statistical and Machine Learning Methods for Estimation of Physical Load., , , , , , and . CoRR, (2018)Comparative Analysis of Open Source Frameworks for Machine Learning with Use Case in Single-Threaded and Multi-Threaded Modes., , , , , and . CoRR, (2017)Capsule Deep Neural Network for Recognition of Historical Graffiti Handwriting., , , , , and . CoRR, (2018)Chest X-Ray Analysis of Tuberculosis by Deep Learning with Segmentation and Augmentation., , , , , , and . CoRR, (2018)From Quantity To Quality: Massive Molecular Dynamics Simulation of Nanostructures under Plastic Deformation in Desktop and Service Grid Distributed Computing Infrastructure., , , and . Comput. Sci., 14 (1): 27-44 (2013)Augmented Coaching Ecosystem for Non-obtrusive Adaptive Personalized Elderly Care on the basis of Cloud-Fog-Dew computing paradigm., , , , , , , , , and 2 other author(s). MIPRO, page 359-364. IEEE, (2017)