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Children's Interaction with Motion-Based Touchless Games: Kinecting Effectiveness and Efficiency.

, , , , and . CHI PLAY (Companion), page 140-145. ACM, (2020)

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Using sensing technologies to explain children's self-representation in motion-based educational games., , , , and . IDC, page 541-555. ACM, (2020)Advancements on Child-Computer Interaction research: Contributions from IDC 2018., , and . Int. J. Child Comput. Interact., (2020)Assessing Cognitive Performance Using Physiological and Facial Features: Generalizing across Contexts., , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 4 (3): 95:1-95:41 (2020)Identifying the Direct Effect of Experience and the Moderating Effect of Satisfaction in the Greek Online Market., , and . Int. J. E Serv. Mob. Appl., 3 (2): 39-58 (2011)Using Facebook out of habit, , , and . Behaviour & Information Technology, (March 2012)Elo-Rating Method: Towards Adaptive Assessment in E-Learning., , and . ICALT, page 380-382. IEEE, (2019)Using social media for work: Losing your time or improving your work?, and . Comput. Hum. Behav., (2014)How Quickly Can We Predict Users' Ratings on Aesthetic Evaluations of Websites? Employing Machine Learning on Eye-Tracking Data., , , and . I3E (2), volume 12067 of Lecture Notes in Computer Science, page 429-440. Springer, (2020)Learning in smart environments: user-centered design and analytics of an adaptive learning system., , and . Smart Learn. Environ., 5 (1): 24 (2018)Children's Interactions in an Asynchronous Video Mediated Communication Environment., , , , and . INTERACT (1), volume 6946 of Lecture Notes in Computer Science, page 199-206. Springer, (2011)