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How low should we go?: understanding the perception of latency while inking.

, , , , and . Graphics Interface, page 167-174. Canadian Information Processing Society / ACM, (2014)

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Medusa: a proximity-aware multi-touch tabletop., , , and . UIST, page 337-346. ACM, (2011)Building highly-interactive, data-intensive, REST applications: the Invenio experience., and . CASCON, page 15. IBM, (2008)Understanding the Homepreneurship Opportunities Afforded by Social Networking and Personal Fabrication Technologies.. Proc. ACM Hum. Comput. Interact., 4 (CSCW2): 99:1-99:48 (2020)Exploring and Understanding the Role of Workshop Environments in Personal Fabrication Processes., , , and . ACM Trans. Comput. Hum. Interact., 26 (2): 10:1-10:43 (2019)A Comparison of Sentiment Analysis Techniques: Polarizing Movie Blogs., and . Canadian AI, volume 5032 of Lecture Notes in Computer Science, page 25-35. Springer, (2008)Frictio: Passive Kinesthetic Force Feedback for Smart Ring Output., , , , , and . UIST, page 131-142. ACM, (2017)"I feel it is my responsibility to stream": Streaming and Engaging with Intangible Cultural Heritage through Livestreaming., , , and . CHI, page 229. ACM, (2019)Won by a Head: A Platform Comparison of Smart Object Linking in Virtual Environments., , , , , and . ICAT-EGVE, page 17-20. Eurographics Association, (2017)The Living Room: Exploring the Haunted and Paranormal to Transform Design and Interaction., , , , , and . Conference on Designing Interactive Systems, page 1328-1340. ACM, (2016)Machines as Co-Designers: A Fiction on the Future of Human-Fabrication Machine Interaction., , , , and . CHI Extended Abstracts, page 790-805. ACM, (2017)