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Analysis of Gamification Elements. A Case Study in a Computer Science Course., , , and . AIED (2), volume 11626 of Lecture Notes in Computer Science, page 89-93. Springer, (2019)ColorsInMotion: interactive visualization and exploration of video spaces., and . MindTrek, page 190-197. ACM, (2009)A Video Browsing Interface for Collecting Sound Labels using Human Computation in SoundsLike., , and . GRAPP, page 472-481. SciTePress, (2014)Sharing and navigating 360° videos and maps in sigh surfers., , and . MindTrek, page 255-262. ACM, (2012)Context perception in video-based hypermedia spaces., and . Hypertext, page 85-94. ACM, (2002)Ifelt: accessing movies through our emotions., , and . EuroITV, page 105-114. ACM, (2011)Emotional and Meditative States in Interactive Media Access with a Positive Computing Perspective., , , and . VISIGRAPP (1): GRAPP, HUCAPP, IVAPP, page 369-379. SCITEPRESS, (2024)Happy or Sad, Smiling or Drawing: Multimodal Search and Visualisation of Movies Based on Emotions Along Time., , and . VISIGRAPP (2: HUCAPP), page 85-97. SCITEPRESS, (2023)AltMM 2017 - 2nd International Workshop on Multimedia Alternate Realities., , , and . ACM Multimedia, page 1969-1970. ACM, (2017)That's AWESOME: Awareness While Experiencing and Surfing On Movies through Emotions., , , , , , , , and . IMX Workshops, page 110-117. ACM, (2023)