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Shaping the coocoon: A model for wrapping learning contents on an e-learning platform., , and . IADIS AC (1), page 307-315. IADIS Press, (2009)Getting one voice: tuning up experts' assessment in measuring accessibility., , , and . W4A, page 16. ACM, (2012)Bringing the Wireless Internet to UMTS Devices: A Case Study with Music Distribution., , , and . Multim. Tools Appl., 25 (2): 217-251 (2005)Design and Experimental Evaluation of an Adaptive Playout Delay Control Mechanism for Packetized Audio for Use over the Internet., , , , and . Multim. Tools Appl., 14 (1): 23-53 (2001)Using Bayesian belief networks for the automated assessment of students' knowledge of geometry problem solving procedures., and . J. Exp. Theor. Artif. Intell., 10 (2): 145-178 (1998)Crowdsourcing Urban Accessibility: : Some Preliminary Experiences with Results., , , , and . CHItaly, page 130-133. ACM, (2015)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)Automatically Producing Accessible Learning Objects., , , , and . J. Educ. Technol. Soc., 9 (4): 3-16 (2006)Gamification in Crowdsourcing Applications., , and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Gamification of a University-level Web Technologies course: a five years experience., , , and . CCNC, page 88-93. IEEE, (2022)