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Objects, spatial compatibility, and affordances: A connectionist study.

, , and . Cognitive Systems Research, 12 (1): 33-44 (2011)

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Modeling Orienting Behavior and Its Disorders with "Ecological" Neural Networks., , and . J. Cognitive Neuroscience, 19 (6): 1033-1049 (2007)Approaches to Embed Bio-inspired Computational Algorithms in Educational and Serious Games., , , , and . CAID@IJCAI, volume 2099 of CEUR Workshop Proceedings, page 8-14. CEUR-WS.org, (2017)Grounding Serious Game Design on Scientific Findings: The Case of ENACT on Soft Skills Training and Assessment., , , and . EC-TEL, volume 9307 of Lecture Notes in Computer Science, page 441-446. Springer, (2015)BlockMagic, A Hybrid Educational Environment Based on RFID Technology and Internet of Things Concepts., , , and . IoT360 (1), volume 150 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 64-69. Springer, (2014)The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity., , and . MIS4TEL (Workshops), volume 1008 of Advances in Intelligent Systems and Computing, page 96-102. Springer, (2019)SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell., , , , and . MIS4TEL, volume 617 of Advances in Intelligent Systems and Computing, page 126-133. Springer, (2017)The Role of Action in Object Categorization., , and . FLAIRS Conference, page 138-142. AAAI Press, (2002)An agent-based modelling approach to build up educational digital games for kindergarten and primary schools., , , and . Expert Systems, (2017)Building Up Serious Games with an Artificial Life Approach: Two Case Studies., , , and . Evolution, Complexity and Artificial Life, Springer, (2014)Action and hierarchical levels of categories: A connectionist perspective., , and . Cognitive Systems Research, 6 (2): 99-110 (2005)