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RAGE Reusable Game Software Components and Their Integration into Serious Game Engines.

, , and . ICSR, volume 9679 of Lecture Notes in Computer Science, page 165-180. Springer, (2016)

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User-Centric Evaluation of Recommender Systems in Social Learning Platforms: Accuracy is Just the Tip of the Iceberg., , , , , and . IEEE Trans. Learn. Technol., 11 (3): 294-306 (2018)RAGE Architecture for Reusable Serious Gaming Technology Components., , , , and . Int. J. Comput. Games Technol., (2016)Fostering online social capital through peer-support., , and . Int. J. Web Based Communities, 11 (3/4): 290-304 (2015)Efficient Software Assets for Fostering Learning in Applied Games., , , , , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 170-182. Springer, (2017)Making Serious Games with Reusable Software Components., , and . JCSG, volume 11243 of Lecture Notes in Computer Science, page 13-16. Springer, (2018)Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning., , and . ACG, volume 10664 of Lecture Notes in Computer Science, page 201-212. Springer, (2017)Quality of Reusable Game Software: Empowering Developers with Automated Quality Checks., and . QRS, page 446-452. IEEE, (2019)Toward reusable game technologies: assessing the usability of the RAGE component-based architecture framework., , , and . EAI Endorsed Trans. Serious Games, 5 (17): e4 (2019)Tools and Techniques for Placement Experiments., , , , and . Learning Network Services for Professional Development, Springer, (2009)A fuzzy logic approach to reliable real-time recognition of facial emotions., , and . Multim. Tools Appl., 78 (14): 18943-18966 (2019)