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Un modelo para la evaluacion de la narrativa basada en partidas de ajedrez.

, and . CoSECivi, volume 1196 of CEUR Workshop Proceedings, page 137-146. CEUR-WS.org, (2014)

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Using Ontologies for the Online Recognition of Activities of Daily Living., , , and . Sensors, 18 (4): 1202 (2018)Un modelo para la evaluacion de la narrativa basada en partidas de ajedrez., and . CoSECivi, volume 1196 of CEUR Workshop Proceedings, page 137-146. CEUR-WS.org, (2014)Diseño de un Juego Serio basado en el Suspense., , , , and . CoSECivi, volume 1394 of CEUR Workshop Proceedings, page 102-111. CEUR-WS.org, (2015)The Long Path of Frustration: A Case Study with Dead by Daylight., , , and . IWANN (2), volume 10306 of Lecture Notes in Computer Science, page 669-680. Springer, (2017)Quantitative Characteristics of Human-Written Short Stories as a Metric for Automated Storytelling., , , and . New Gener. Comput., 38 (4): 635-671 (2020)Integrating quantitative and qualitative data in assessment of wiki collaborative assignments., , , , , and . TEEM, page 328-332. ACM, (2018)Predicting the effects of suspenseful outcome for automatic storytelling., , , and . Knowl. Based Syst., (2020)Training to capture software requirements by role playing., and . TEEM, page 811-818. ACM, (2016)Formalising Suspense from Immersive Environments., , and . CoSECivi, volume 1682 of CEUR Workshop Proceedings, page 25-36. CEUR-WS.org, (2016)