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Tangible comics: a performance space with full-body interaction., , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 171-178. ACM, (2007)Tangible play: research and design for tangible and tabletop games., and . IUI, page 6. ACM, (2007)Design and evaluation of graphical feedback on tangible interactions in a low-resolution edge display., , and . PerDis, page 8:1-8:7. ACM, (2019)Tangible BioNets: Multi-Surface and Tangible Interactions for Exploring Structural Features of Biological Networks., , , , , and . Proc. ACM Hum. Comput. Interact., 3 (EICS): 14:1-14:22 (2019)The use of pseudo pressure in authenticating smartphone users., , and . MobiQuitous, page 151-160. ICST / ACM, (2014)The TViews Table Role-Playing Game., , , and . J. Virtual Real. Broadcast., (2008)Dynamics of creativity and technological innovation., and . Digit. Creativity, 15 (1): 21-31 (2004)Grasping gestures: Gesturing with physical artifacts., and . Artif. Intell. Eng. Des. Anal. Manuf., 25 (3): 255-271 (2011)Bottles as a minimal interface to access digital information., , and . CHI Extended Abstracts, page 187-188. ACM, (2001)Cross-Being: dancer (the spinning screen)., and . SIGGRAPH Art Gallery, page 84. ACM, (2008)