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Using Deep Convolutional Neural Network for Emotion Detection on a Physiological Signals Dataset (AMIGOS)., , , , and . IEEE Access, (2019)Analysing the Impact of Built-In and External Social Tools in a MOOC on Educational Technologies., , , , , and . EC-TEL, volume 8095 of Lecture Notes in Computer Science, page 5-18. Springer, (2013)Exploring Touching Learning Environments, , and . Learning to Live in the Knowledge Society, volume 281 of IFIP The International Federation for Information Processing, Springer US, (2008)Assessing Gait Impairments Based on Auto-Encoded Patterns of Mahalanobis Distances from Consecutive Steps., , and . AAATE Conf., volume 242 of Studies in Health Technology and Informatics, page 733-740. IOS Press, (2017)Experiences of running MOOCs and SPOCs at UC3M., , , , , , , and . EDUCON, page 884-891. IEEE, (2014)A Deep Graph Neural Network Approach for Assessing Origin Destination Traffic Flow Estimates Based on COVID-19 Data., and . IEEE Access, (2024)The Impact of Using Gamification on the Eco-driving Learning., and . ISAmI, volume 291 of Advances in Intelligent Systems and Computing, page 45-52. Springer, (2014)Accessible Routes Integrating Data from Multiple Sources., , , , , , and . ISPRS Int. J. Geo Inf., 10 (1): 7 (2021)GAFU: A game to save fuel using social networks., and . ICCVE, page 151-157. IEEE, (2013)Early Infrastructure of an Internet of Things in Spaces for Learning, , and . Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies, page 381--383. Washington, DC, USA, IEEE Computer Society, (2008)