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Beyond gamification: sociometric technologies that encourage reflection before behavior change., , , , , , , and . Advances in Computer Entertainment, page 27:1-27:6. ACM, (2014)Lean Contribution to the Companies' Sustainability., , , , , and . ELEC, volume 610 of IFIP Advances in Information and Communication Technology, page 400-408. Springer, (2021)Email2Vmail - An Email Reader., , and . PROPOR, volume 2721 of Lecture Notes in Computer Science, page 189-192. Springer, (2003)Need fulfillment and experiences on social media: A case on Facebook and WhatsApp., , and . Computers in Human Behavior, (2016)Subspace tree: high dimensional multimedia indexing with logarithmic temporal complexity., , , and . J. Intell. Inf. Syst., 35 (3): 495-516 (2010)F-threshold functions: Syzygy gap fractals and the two-variable homogeneous case., and . J. Symb. Comput., (2017)Using the Smartphone Accelerometer to Monitor Fall Risk while Playing a Game: The Design and Usability Evaluation of Dance! Don't Fall., , , , , and . HCI (24), volume 8027 of Lecture Notes in Computer Science, page 754-763. Springer, (2013)Virtual Occupancy Grid Map for Submap-based Pose Graph SLAM and Planning in 3D Environments., , , , , and . IROS, page 2175-2182. IEEE, (2018)Phone Based Fall Risk Prediction., , , and . MobiHealth, volume 83 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 135-142. Springer, (2011)WEB 2.0 Technologies Supporting Students and Scholars in Higher Education., , , and . HCI (26), volume 8029 of Lecture Notes in Computer Science, page 191-200. Springer, (2013)