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1. Towards Inclusion in Higher Education: The Case of the Skills for a Next Generation Project

3. Peer-Produced Archives, Peer-Designed Solutions

4. Gaps, Goals, and Actions for the Development of the AfterLab: A Laboratory for Design Applied to the Dance Floor Experience

5. Endogenous Asymmetry in Games: Expanding the Typology

7. Body-Focused Expression Analysis: A Conceptual Framework

8. Multimodal Emotion Classification Supported in the Aggregation of Pre-trained Classification Models

9. Asymmetric Gameplay: Types and Perspectives

12. Design Radicalized as Experience: Disentangling and Reassembling the Dance Floor Experience to Understand the Relationship Between Design and Clubbing

13. A Study on the Prediction of Evapotranspiration Using Freely Available Meteorological Data

14. Facial Emotions Classification Supported in an Ensemble Strategy

16. Categorising the Sonic Experience in the Soundscapes of Videogames

17. Chapter FlavourGame

18. Integrative Energy-Water Audits in Public Buildings

19. Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games

20. Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame

21. How Do I Feel When… A Card-Based Communication Game to Stimulate Empathy Among Family Members with Anorexia Nervosa

22. Asynchronous Interactions Between Players and Game World

23. Play to Design with Cards GO: A Card-Based Game for Game Design and Creativity

24. Connection of Dynamic Temporal Continuities in Videogames

25. Continual Learning for Object Classification: A Modular Approach

26. Warm-Start Meta-Ensembles for Forecasting Energy Consumption in Service Buildings

27. Applying NSGA-II to a Multiple Objective Dial a Ride Problem

28. Levering Industry and Professional Qualifications Over Water Efficiency and Water–Energy Nexus in Buildings

29. A Comparison of Multiple Objective Algorithms in the Context of a Dial a Ride Problem

30. Efficient Small-Scale Network for Room Layout Estimation

31. Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa

32. AR Contents Superimposition on Walls and Persons

33. A Flexible Assessment Platform for Middle School Supported on Students Goals

34. Applying an Implicit Recommender System in the Preparation of Visits to Cultural Heritage Places

35. Development of an Energy Management System for the Charge Scheduling of Plug-in Electric Vehicles

36. Mobile Augmented Reality Framework - MIRAR

37. MIRAR: Mobile Image Recognition Based Augmented Reality Framework

38. Adaptive Card Design UI Implementation for an Augmented Reality Museum Application

39. An Object Visit Recommender Supported in Multiple Visitors and Museums

40. Integration of a Real-Time Stochastic Routing Optimization Software with an Enterprise Resource Planner

41. GyGSLA: A Portable Glove System for Learning Sign Language Alphabet

42. A Freehand System for the Management of Orders Picking and Loading of Vehicles

43. Solutions in Under 10 Seconds for Vehicle Routing Problems with Time Windows Using Commodity Computers

44. Evaluation of the Human Factor in the Scheduling of Smart Appliances in Smart Grids

45. LifeSpeeder : A Web and Mobile Platform for Events Location

46. A Computer Vision Based Web Application for Tracking Soccer Players

50. Handbook of Research on Technological Developments for Cultural Heritage and ETourism Applications

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