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Evaluating Aspects of Usability in Video Game-Based Programming Learning Platforms.

, , , , , and . CENTERIS/ProjMAN/HCist, volume 181 of Procedia Computer Science, page 247-254. Elsevier, (2020)

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Towards Automatic Gait Analysis from an IT Perspective: A Kinesiology Case., , , , and . WorldCIST (3), volume 470 of Lecture Notes in Networks and Systems, page 404-412. Springer, (2022)Virtual Reality in High School: A Systematic Mapping Study., , and . SCCC, page 1-7. IEEE, (2018)Evaluating Aspects of Usability in Video Game-Based Programming Learning Platforms., , , , , and . CENTERIS/ProjMAN/HCist, volume 181 of Procedia Computer Science, page 247-254. Elsevier, (2020)A Virtual Reality Approach to Automatic Blood Sample Generation., , , , , and . WorldCIST (2), volume 1160 of Advances in Intelligent Systems and Computing, page 221-230. Springer, (2020)Emotion Recognition in Children with Autism Spectrum Disorder Using Convolutional Neural Networks., , , , , and . WorldCIST (1), volume 1365 of Advances in Intelligent Systems and Computing, page 585-595. Springer, (2021)Relations on Cultural Behavior and Technology Adoption: A Chilean Perspective., , , and . HCI (19), volume 12780 of Lecture Notes in Computer Science, page 34-42. Springer, (2021)