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Helix Project: Exploring the Social Internet of Things (SIoT) in Care of Blind People.

, , , , , , and . J. Braz. Comput. Soc., 28 (1): 26-37 (2022)

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Helix Project: Exploring the Social Internet of Things (SIoT) in Care of Blind People., , , , , , and . J. Braz. Comput. Soc., 28 (1): 26-37 (2022)Analyzing Role Playing Game and its Roles and Concepts Based on Collective Subject Discourse., , , and . FIE, page 1-6. IEEE, (2023)Measure students motivation in activities practices via Discourse Collective Subject., , , , and . FIE, page 1-8. IEEE, (2019)Study on distributed cognition processes and participation in collaborative construction activities in digital media., , , , , and . FIE, page 1-6. IEEE, (2018)Ubiquitous Environments for Problem-Based Learning: A Bibliographic Review., , , , and . FIE, page 1-6. IEEE, (2018)Simulating the Impacts of the Energy Consumption Using Multi-agent Systems., , , and . PAAMS (Workshops), volume 365 of Communications in Computer and Information Science, page 399-404. Springer, (2013)Mapping needs, motivations, habits and strategies of RPG players in the context of water resources management., , , and . FIE, page 1-8. IEEE, (2020)An empirical evaluation of a persuasive mobile interface: a case study in the Sapiens project., , , , , and . SBSI, page 63:1-63:8. ACM, (2018)Justifications on the behavior in relation to the consumption of electric power at home and at work: a qualitative analysisa., , , , and . FIE, page 1-4. IEEE, (2018)Proposal of an instrument for measuring situational motivation with potential applications in educational contexts., , , , and . FIE, page 1-6. IEEE Computer Society, (2017)