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Human Activity Recognition Using Recurrent Neural Networks.

, , , , , , and . CD-MAKE, volume 10410 of Lecture Notes in Computer Science, page 267-274. Springer, (2017)

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UX in IxD - User Experience in Interaction Design., , and . HCI (1), volume 12181 of Lecture Notes in Computer Science, page 147-159. Springer, (2020)Human Activity Recognition of Continuous Data Using Hidden Markov Models and the Aspect of Including Discrete Data., and . UIC/ATC/ScalCom/CBDCom/IoP/SmartWorld, page 121-126. IEEE Computer Society, (2016)Technically Representing Clinical Knowledge for Rehabilitation Care., , , , , , , and . MIE, volume 281 of Studies in Health Technology and Informatics, page 570-574. IOS Press, (2021)Development of and Adherence to a Computer-Based Gamified Environment Designed to Promote Health and Wellbeing in Older People with Mild Cognitive Impairment., , , , , and . eHealth, volume 236 of Studies in Health Technology and Informatics, page 348-355. IOS Press, (2017)Supporting Well-Being: Exploring the Value of a Digital Coach for Older Adults in the Transition from Work to Retirement., , , , and . dHealth, volume 313 of Studies in Health Technology and Informatics, page 34-40. IOS Press, (2024)YouDo - we help! - An Open Information and Training Platform for Informal Caregivers., , , , , , , and . AAATE Conf., volume 217 of Studies in Health Technology and Informatics, page 873-877. IOS Press, (2015)Users' Perceptions and Attitudes Towards Smart Home Technologies., , , , and . ICOST, volume 10898 of Lecture Notes in Computer Science, page 203-214. Springer, (2018)Assistive Solutions in Practice: Experiences from AAL Pilot Regions in Austria., , , , , , , , , and 9 other author(s). eHealth, volume 236 of Studies in Health Technology and Informatics, page 184-195. IOS Press, (2017)Human Activity Recognition Using Recurrent Neural Networks., , , , , , and . CD-MAKE, volume 10410 of Lecture Notes in Computer Science, page 267-274. Springer, (2017)I Don't like Gaming, It Leads to a Pressure to Perform: Older Adults Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies., , , , , , , and . CHIRA, page 178-184. ScitePress, (2017)