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Towards Minimizing e-Commerce Returns for Clothing., , , , , , и . ICAART (2), стр. 801-808. SciTePress, (2019)Iterative didactic design of serious games., и . FDG, стр. 346-351. Society for the Advancement of the Science of Digital Games, (2013)Mobile Telepresence Robots in Education: Strengths, Opportunities, Weaknesses, and Challenges., , , и . EC-TEL, том 13450 из Lecture Notes in Computer Science, стр. 573-579. Springer, (2022)Cycle4Value: A Blockchain-based Reward System to Promote Cycling and Reduce CO2 Footprint., , , , , , и . ICAART (2), стр. 1082-1089. SCITEPRESS, (2021)Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools., , , , , , , и . CHI PLAY (Companion), стр. 287-291. ACM, (2020)Blockchain Technologies and Games: A Proper Match?, , и . FDG, стр. 71:1-71:4. ACM, (2020)Climate-Friendly Online Shopping Within the Green eCommerce Project: A Fitting Tool to Determine T-Shirt Sizes Using Active Depth Sensing., , , , и . ICAART (3), стр. 920-927. SCITEPRESS, (2024)Limits and Benefits of Using Telepresence Robots for Educational Purposes., , , , , , , , и . ICL (2), том 634 из Lecture Notes in Networks and Systems, стр. 23-33. Springer, (2022)