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3. Statistical Analysis of the Influence of Teaching Experience on the Perception of Virtual Reality

4. Ontologies and Accounting in the Field of Sustainability and Reporting

5. A SPADE Multi-agent Application for Outdoor Monitoring

6. Quantum AI: Achievements and Challenges in the Interplay of Quantum Computing and Artificial Intelligence

7. Electronic Plush Toy as a Non-pharmacological Tool in Therapies

8. Evaluation of the Bibliographical Importance of Digital Educational Disruption Related to Social Networks. The Case of LinkedIn Learning

9. Indoor Access Control System Through Symptomatic Examination Using IoT Technology, Fog Computing and Cloud Computing

10. A Review on Multi-agent Systems and Virtual Reality

11. Distributed Decision Blockchain-Secured Support System to Enhance Stock Market Investment Process

14. Retraction Note to: Distributed Computing and Artificial Intelligence, Special Sessions, 17th International Conference

15. Integration of IoT Technologies in the Maritime Industry

16. A Learning Probabilistic Boolean Network Model of a Smart Grid with Applications in System Maintenance.

18. Transaction Costs and the Influence of New Technologies on Organizational Models

19. Edge Computing Architectures in Industry 4.0: A General Survey and Comparison

25. RETRACTED CHAPTER: A Survey on Software-Defined Networks and Edge Computing over IoT

26. Neuro-Symbolic Hybrid Systems for Industry 4.0: A Systematic Mapping Study

27. Convolutional Neural Networks and Transfer Learning Applied to Automatic Composition of Descriptive Music

28. Modeling a Synaesthete System to Generate a Tonal Melody from a Color Distribution

31. Literature Review of Deep-Learning-Based Detection of Violence in Video.

32. Graffiti Identification System Using Low-Cost Sensors.

34. Social Simulations Through an Agent-Based Platform, Location Data and 3D Models

38. Editor’s Note

39. Graffiti Identification System Using Low-Cost Sensors

40. Retraction Note to: A Survey on Software-Defined Networks and Edge Computing over IoT

42. Editor’s Note

44. Integrative biological, cognitive and affective modeling of caffeine use on stress

46. Distributed Computing and Artificial Intelligence, Volume 1: 18th International Conference.[ 1 ed.]

48. Prólogo

49. Avances en Informática y Automática. Decimoquinto workshop

50. La gamificación para el fomento de la lectura del alumnado de cuarto de Primaria a través de herramientas digitales

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