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Using a Live-In Laboratory for Ubiquitous Computing Research.

, , , , , , and . Pervasive, volume 3968 of Lecture Notes in Computer Science, page 349-365. Springer, (2006)

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An activity-based analysis of hands-on practice methods., , and . J. Comput. Assist. Learn., 16 (4): 358-365 (2000)FishPong: encouraging human-to-human interaction in informal social environments., , , , and . CSCW, page 374-377. ACM, (2004)Bike Swarm., , , and . CSCW Companion, page 1-4. ACM, (2019)A living laboratory for the design and evaluation of ubiquitous computing technologies., , , , , and . CHI Extended Abstracts, page 1941-1944. ACM, (2005)A visualization tool for reconstructing behavior patterns in built spaces., , and . UbiComp/ISWC Adjunct, page 269-272. ACM, (2017)Embedding Behavior Modification Strategies into a Consumer Electronic Device: A Case Study., , and . UbiComp, volume 4206 of Lecture Notes in Computer Science, page 297-314. Springer, (2006)An operantly conditioned looking task for assessing infant auditory processing ability., , , , and . ASSETS, page 147-154. ACM, (2007)Developing shared home behavior datasets to advance HCI and ubiquitous computing research., , , and . CHI Extended Abstracts, page 4763-4766. ACM, (2009)Urban Mobility Swarms: A Scalable Implementation., , , and . CoRR, (2020)Embedded Piezoelectric Array for Measuring Relative Distributed Forces on Snow Skis., , , and . SAI (3), volume 285 of Lecture Notes in Networks and Systems, page 641-648. Springer, (2021)