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Learning Generative Models of Social Interactions with Humans-in-the-Loop., , , , и . ICMLA, стр. 509-516. IEEE, (2018)miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory., , , , , , , , и . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-26 (2022)DigitalBeing: An Ambient Intelligent Dance Space., и . FUZZ-IEEE, стр. 907-914. IEEE, (2006)Experiencing interactive narrative: A qualitative analysis of Façade., , и . Entertain. Comput., 4 (1): 39-52 (2013)Mining Player Behavior Patterns from Domain-Based Spatial Abstraction in Games., , , , , и . CoG, стр. 1-8. IEEE, (2023)Visualization-based Iterative Segmentation to Augment Video Game Analytics., , и . CoG, стр. 1-2. IEEE, (2023)Parallel OPM: A Visualization System for Analyzing Peers Board States for Gameplay Reflection., , , , и . CoG, стр. 1-2. IEEE, (2023)Labeling Debugging in May's Journey Gameplay., , , , , и . SIGCSE, стр. 1314. ACM, (2020)Family Health Promotion in Low-SES Neighborhoods: A Two-Month Study of Wearable Activity Tracking., , , , , и . CHI, стр. 309. ACM, (2018)VINS: Visual Search for Mobile User Interface Design., , , , , и . CHI, стр. 423:1-423:14. ACM, (2021)