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1. Computational approaches to Explainable Artificial Intelligence: Advances in theory, applications and trends

2. Computational approaches to Explainable Artificial Intelligence: Advances in theory, applications and trends

3. Computational approaches to Explainable Artificial Intelligence:Advances in theory, applications and trends

4. From Principal Component Analysis to Autoencoders: a comparison on simulated data from psychometric models

5. Computational Approaches to Explainable Artificial Intelligence: Advances Intheory, Applications and Trends

6. Artificial Intelligence Applied to Spatial Cognition Assessment

7. Agents, neuro-agents, and artificial organisms

8. The E-TAN ANALYST project: New horizons on E-BTT data analysis

9. Diligo 2.0: A digital assessment tool for geometric and emotional skills in preschoolers

10. E-TAN platform and E-baking tray task potentialities: New ways to solve old problems

11. The big five game of personality: A digital role-playing game to assess and train students on big five theory

12. A framework to automatically support autonomous exploration of amusing contents and self-determination in people with profound disabilities

13. Playing digital cards as an assessment tool for numerical abilities

14. BTT-SCAN: A tool for the assessment of the Unilateral Spatial Neglect

15. Between creative process and creative product: DoCENT Mooc for the integration of technology, creativity and learning

16. Using technology and tangible interfaces in a visuospatial cognition task: The case of the Baking Tray Task

17. Acknowledgement to reviewers of social sciences in 2019

20. Studying the Development of Spatial Cognition with Evolving Neuro-Agents

21. Psicopatologia e scienze cognitive

22. Narcisismo e neuroscienze: una spiegazione top-down

24. Robotics Exhibits for Science Centres. Some Prototypes

27. Allevare robot: Una nuova prospettiva

29. [Unilateral spatial neglect: a dramatic but often neglected consequence of right hemisphere damage]

43. L'emergere della

44. Breedbot: an evolutionary application in digital content.

45. Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance

46. The Ability to Manage Unexpected Events and the Vocational Identity in Young People: The Italian Validation of Planned Happenstance Career Inventory

47. Indexes for the E-Baking Tray Task: A Look on Laterality, Verticality and Quality of Exploration

48. Mental Health Mobile Apps to Empower Psychotherapy: A Narrative Review

49. The Design Of A Game-based Software For Children With Autism Spectrum Disorder

50. Analysing E-BTT data: the E-TAN ANALYST prototype

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