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Shaping the coocoon: A model for wrapping learning contents on an e-learning platform., , and . IADIS AC (1), page 307-315. IADIS Press, (2009)Getting one voice: tuning up experts' assessment in measuring accessibility., , , and . W4A, page 16. ACM, (2012)Gamification of a University-level Web Technologies course: a five years experience., , , and . CCNC, page 88-93. IEEE, (2022)Design and Experimental Evaluation of an Adaptive Playout Delay Control Mechanism for Packetized Audio for Use over the Internet., , , , and . Multim. Tools Appl., 14 (1): 23-53 (2001)Crowdsourcing Urban Accessibility: : Some Preliminary Experiences with Results., , , , and . CHItaly, page 130-133. ACM, (2015)GAPforAPE: an augmented browsing system to improve Web 2.0 accessibility., , , and . New Rev. Hypermedia Multim., 18 (3): 205-229 (2012)Gamification in Crowdsourcing Applications., , and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Avoiding to dispense with accuracy: a method to make different DTDs documents comparable., , , , and . SAC, page 862-866. ACM, (2010)Preservation in Smart Libraries: An Experiment Involving IoT and Indoor Environmental Sensing., , , and . GLOBECOM, page 1-6. IEEE, (2019)Fighting Technical Complexity in Authoring E-Learning Material., , , , and . ICALT, page 440-442. IEEE Computer Society, (2008)