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More May Be Less: Emotional Sharing in an Autonomous Social Robot.

, , and . AAAI Fall Symposia, page 107-110. AAAI Press, (2015)

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FAtiMA Toolkit: Toward an Accessible Tool for the Development of Socio-emotional Agents., , , , , and . ACM Trans. Interact. Intell. Syst., 12 (1): 8:1-8:30 (2022)LINA - A social augmented reality game around mental health, supporting real-world connection and sense of belonging for early adolescents., , , , and . CoRR, (2022)ISPO: A Serious Game to train the Interview Skills of Police Officers: ISPO: A Serious Game to train the Interview Skills of Police Officers., , , , , , , and . Int. J. Serious Games, 9 (4): 43-61 (2022)Affective Agents for Education Against Bullying., , , , and . Affective Information Processing, Springer, (2009)The HUB: Designing an Interactive Social Space for Pre-Adolescents' Well-being., , , , , and . IDC, page 551-556. ACM, (2022)One for All or One for One? The Influence of Cultural Dimensions in Virtual Agents' Behaviour., , , and . IVA, volume 5773 of Lecture Notes in Computer Science, page 272-286. Springer, (2009)MHeVA: Mental Health Virtual Assistant for High Education Students., , , , , and . IVA, page 42:1-42:4. ACM, (2023)An Applicative Control-Flow Graph Based on Huet's Zipper., and . ML, volume 148 of Electronic Notes in Theoretical Computer Science, page 105-126. Elsevier, (2005)Emotionally Expressive Motion Controller for Virtual Character Locomotion Animations., , and . ISM, page 218-219. IEEE, (2022)Identifying Concerns On Automatic Tools For Accessibility Assessment: A Comparative Case Study On Two Portuguese Universities' Websites., , , , and . ICICT, page 1-6. IEEE, (2022)