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Container orchestration on HPC systems through Kubernetes., , , , , , , , and . J. Cloud Comput., 10 (1): 16 (2021)Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom., , and . Multimodal Technol. Interact., 3 (4): 68 (2019)Investigating Children's Immersion in a High-Embodied Versus Low-Embodied Digital Learning Game in an Authentic Educational Setting., , and . iLRN, volume 1044 of Communications in Computer and Information Science, page 222-233. Springer, (2019)Investigating the Coupling of Narrative and Locality in Augmented Reality Educational Activities: Effects on Students' Immersion and Learning Gains., and . ICLS, International Society of the Learning Sciences, (2018)Investigating Students' Motivation and Cultural Heritage Learning in a Gamified Versus Non-gamified VR Environment., , , , and . IMET, page 41-44. Eurographics, (2023)Towards a Multi-objective Scheduling Policy for Serverless-based Edge-Cloud Continuum., , , , , and . CCGrid, page 485-497. IEEE, (2023)TANGO: Transparent heterogeneous hardware Architecture deployment for eNergy Gain in Operation., , , , , , , , , and . CoRR, (2016)On the Understanding of Students' Learning and Perceptions of Technology Integration in Low- and High-embodied Group Learning., , , and . CSCL, International Society of the Learning Sciences, (2019)Teacher Framing, Classroom Collaboration Scripts, and Help-Seeking and Help- Giving Behaviors., , , and . CSCL (1), page 272-279. International Society of the Learning Sciences, LuLu, Amazon, (2013)Container Orchestration on HPC Systems., , , , and . CLOUD, page 34-36. IEEE, (2020)