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Beyond the familiar?: exploring extreme input in brainstorms., , , , , и . CHI Extended Abstracts, стр. 1347-1352. ACM, (2013)People, Context, and Devices: Defining the New Landscape of TV Experiences., , , , , , , , , и . TVX, стр. 209-213. ACM, (2015)Enriching audio-visual chat with conversation-based image retrieval and display., , , , и . ACM Multimedia, стр. 1051-1054. ACM, (2010)Involving End-Users in Game Based Ideation: A Case Study in Hospital Logistics., , и . NordiCHI, стр. 73. ACM, (2016)CityInMyPocket: Digital Walking Guides., , и . ELPUB, стр. 17-26. (2006)Mapping the health technology needs of congestive heart failure patients: user needs vs. feasibility., , и . PervasiveHealth, стр. 266-271. ACM, (2017)QoE estimation of a location-based mobile game using on-body sensors and QoS-related data., , , , , , , , и . Wireless Days, стр. 1-5. IEEE, (2010)Co-creation and user-generated content-elderly people's user requirements., , , , , , , , и . Comput. Hum. Behav., 25 (3): 655-678 (2009)Group Recommendation in an Hybrid Broadcast Broadband Television Context., , , и . UMAP Workshops, том 997 из CEUR Workshop Proceedings, CEUR-WS.org, (2013)Improving digital reading experiences with mood-based content selection., , и . CHI Extended Abstracts, стр. 1059-1064. ACM, (2013)