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Status and Trends of Serious Game Application in Engineering and Manufacturing Education.

, , , , and . ISAGA, volume 8264 of Lecture Notes in Computer Science, page 77-84. Springer, (2013)

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Privacy Challenges for Process Mining in Human-Centered Industrial Environments., , and . Intelligent Environments, page 64-71. IEEE, (2018)A trust and privacy framework for smart manufacturing environments., , and . J. Ambient Intell. Smart Environ., 11 (3): 201-219 (2019)Nose Heat: Exploring Stress-induced Nasal Thermal Variability through Mobile Thermal Imaging., , , , and . ACII, page 566-572. IEEE, (2019)Increasing middle school students' awareness and interest in manufacturing through digital game-based learning (DGBL)., , , and . Comput. Appl. Eng. Educ., 25 (5): 785-799 (2017)Reflection Continuum Model for Supporting Reflection and Game-Based Learning at the Workplace., and . JCSG, volume 10622 of Lecture Notes in Computer Science, page 224-234. Springer, (2017)Way-finding on-board training for maritime vessels., , , and . Entertain. Comput., (2018)ALF - a Framework for Evaluating Accelerated Learning in Industry., , , and . Int. J. Serious Games, 6 (3): 81-99 (2019)The Choice of Serious Games and Gamification - A Case Study to Illustrate Key Differences., and . SGDA, volume 8778 of Lecture Notes in Computer Science, page 213-223. Springer, (2014)A Framework to Navigate the Privacy Trade-offs for Human-Centred Manufacturing., , , and . PRO-VE, volume 534 of IFIP Advances in Information and Communication Technology, page 85-97. Springer, (2018)ALF - A Framework for Evaluating Accelerated Learning and Cognitive Skills Development in Industry Through Games., , , and . GALA, volume 11385 of Lecture Notes in Computer Science, page 28-38. Springer, (2018)