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Achieving Adaptive Augmented Reality through Ontological Context-Awareness applied to AAL Scenarios., , , and . J. Univers. Comput. Sci., 19 (9): 1334-1349 (2013)eeglib: computational analysis of cognitive performance during the use of video games., , , , and . J. Ambient Intell. Humaniz. Comput., 13 (11): 5351-5362 (2022)Extended Body-Angles Algorithm to recognize activities within intelligent environments., , , , and . J. Ambient Intell. Humaniz. Comput., 8 (4): 531-549 (2017)Analyzing EEG waves to support the design of serious games for cognitive training., , , , and . J. Ambient Intell. Humaniz. Comput., 10 (6): 2161-2174 (2019)eeglib: A Python module for EEG feature extraction., , , and . SoftwareX, (2021)An Affective and Cognitive Toy to Support Mood Disorders., , , , , and . Informatics, 7 (4): 48 (2020)An Internet of Things infrastructure for gait characterization in assisted living environments and its application in the discovery of associations between frailty and cognition., , , , and . Int. J. Distributed Sens. Networks, (2019)Strategies to Improve Activity Recognition Based on Skeletal Tracking: Applying Restrictions Regarding Body Parts and Similarity Boundaries., , and . Sensors, 18 (5): 1665 (2018)Ambient Assisted Living: Home Care., and . J. Univers. Comput. Sci., 19 (9): 1197-1198 (2013)Towards the ubiquitous visualization: Adaptive user-interfaces based on the Semantic Web., and . Interact. Comput., 23 (1): 40-56 (2011)