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Metaverse through Blockchain and Intelligent Networking: A Comprehensive Survey.

, , , , and . BCCA, page 426-439. IEEE, (2023)

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CAHR: A Contextually Adaptive Home-Based Rehabilitation Framework., , , , , and . IEEE Trans. Instrum. Meas., 64 (2): 427-438 (2015)Metaverse through Blockchain and Intelligent Networking: A Comprehensive Survey., , , , and . BCCA, page 426-439. IEEE, (2023)A modular mobile exergaming system with an adaptive behavior., , , and . MeMeA, page 531-536. IEEE, (2015)E-Glove: An electronic glove with vibro-tactile feedback for wrist rehabilitation of post-stroke patients., , , and . ICME, page 1-6. IEEE Computer Society, (2011)Learning games for children with intellectual challenges., , , and . ITHET, page 1-5. IEEE, (2012)A multimedia-driven ambient edutainment system for the young children., , , and . SRMC, page 57-64. ACM, (2008)A Review on Industrial Blockchain., , , and . BCCA, page 219-230. IEEE, (2022)An edutainment system for assisting qatari children with moderate intellectual and learning disability through exerting physical activities., , , and . EDUCON, page 886-892. IEEE, (2013)Exerlearn Bike: An Exergaming System for Children's Educational and Physical Well-Being., , , and . ICME Workshops, page 489-494. IEEE Computer Society, (2012)Tele-Wobble: A Telerehabilitation Wobble Board for Lower Extremity Therapy., , , , and . IEEE Trans. Instrum. Meas., 61 (7): 1816-1824 (2012)