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Crowdsourcing Urban Accessibility: : Some Preliminary Experiences with Results., , , , and . CHItaly, page 130-133. ACM, (2015)Accessibility and smart data: the case study of mPASS.. W4A, page 26:1-26:2. ACM, (2014)Handmade Narrations: Handling Digital Narrations on Food and Gastronomic Culture., , , and . ACM Journal on Computing and Cultural Heritage, 10 (4): 20:1-20:17 (2017)Sensing and making sense of tourism flows and urban data to foster sustainability awareness: a real-world experience., , , and . J. Big Data, 8 (1): 1-25 (2021)Evaluating the use of machine learning algorithms in environmental sensing for energy saving., , , and . NET4us@MobiCom, page 201-206. ACM, (2023)Editorial: Smart Objects and Technologies., , and . Mob. Networks Appl., 25 (3): 1052-1054 (2020)Smart Campus: Fostering the Community Awareness Through an Intelligent Environment., , , and . Mob. Networks Appl., 25 (3): 945-952 (2020)GAPforAPE: an augmented browsing system to improve Web 2.0 accessibility., , , and . New Rev. Hypermedia Multim., 18 (3): 205-229 (2012)Gamification in Crowdsourcing Applications., , and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Conversational Interfaces for a Smart Campus: A Case Study., , , , and . AVI, page 51:1-51:5. ACM, (2020)