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Wearable gaming technology: A study on the relationships between wearable features and gameful experiences., , , , and . Int. J. Hum. Comput. Stud., (January 2024)Snowflakes: A Prototyping Tool for Computational Jewelry., , , , and . CHI, page 636:1-636:15. ACM, (2021)Exploring Food based Interactive, Multi-Sensory, and Tangible Storytelling Experiences., , , , , and . Conference on Designing Interactive Systems, page 651-665. ACM, (2021)Toolkits & Wearables: Developing Toolkits for Exploring Wearable Designs., , , , , , , , , and . CHI Extended Abstracts, page 111:1-111:5. ACM, (2022)Robots as Human Companions: A Review., , and . PACIS, page 246. (2022)MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations., , , , and . CHI PLAY (Companion), page 168-172. ACM, (2020)Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation Study., , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-26 (2022)The effect of audio on the experience in virtual reality: a scoping review., , , and . Behav. Inf. Technol., 43 (1): 165-199 (January 2024)Otherworld: Ouija Board as a Resource for Design., and . HTTF, page 4:1-4:4. ACM, (2019)Academic Writing with GPT-3.5: Reflections on Practices, Efficacy and Transparency.. CoRR, (2023)