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Myoformer: sEMG missing signal recovery for gesture recognition based on multi-channel self-attention mechanism., , , и . Biomed. Signal Process. Control., 86 (Part C): 105235 (сентября 2023)Automatic Coding of Collective Creativity Dialogues in Collaborative Problem Solving Based on Deep Learning Models., , , , и . ICBL, том 13357 из Lecture Notes in Computer Science, стр. 123-134. Springer, (2022)Self and Socially Shared Regulation of Learning in Data Science Education: A Case Study of "Quantified Self" Project., и . ICLS, International Society of the Learning Sciences, (2020)An Evaluation of Using a Game Development Framework in Higher Education., , , и . CSEE&T, стр. 41-44. IEEE Computer Society, (2009)A speaker biased SI recognizer for embedded mobile applications., , , и . INTERSPEECH, стр. 253-256. ISCA, (2005)Comparison of Learning Software Architecture by Developing Social Applications versus Games on the Android Platform., и . Int. J. Comput. Games Technol., (2012)Student Cluster Competition 2018, Team Nanyang Technological University: Reproducing performance of a Multi-Physics Simulations of the Tsunamigenic 2004 Sumatra Megathrust Earthquake on the Intel Skylake architecture., , и . Parallel Comput., (2019)Improvement of a Lecture Game Concept - Implementing Lecture Quiz 2.0., , , и . CSEDU (2), стр. 26-35. SciTePress, (2011)Analysing computational thinking in collaborative programming: A quantitative ethnography approach., , , и . J. Comput. Assist. Learn., 35 (3): 421-434 (2019)An agent-based cognitive approach for healthcare process management., , , и . IEEE ICCI, стр. 441-447. IEEE Computer Society, (2009)