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Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place., and . HCI (31), volume 12211 of Lecture Notes in Computer Science, page 202-217. Springer, (2020)Editorial: Enhancing Quality of Life in Ambient Spaces., , and . Frontiers Comput. Sci., (2022)HCI research at the Institute of Systems Science., and . CHI, page 483-484. ACM, (1991)VR management tools: beyond spatial presence., and . CHI Conference Companion, page 319-320. ACM, (1994)The reality helmet: a wearable interactive experience., , , , and . SIGGRAPH, ACM, (2003)Uncovering Dark Patterns - Learning Through Serious Gameplay About the Dangers of Sharing Data., , and . WorldCIST (2), volume 800 of Lecture Notes in Networks and Systems, page 471-480. Springer, (2023)Intention, Action, Self and Other: An Evolutionary Model of Presence., , , and . Immersed in Media, Telepresence Theory, Measurement & Technology, Springer, (2015)Human-Experiential Design of Presence in Everyday Blended Reality - Living in the Here and Now, and . Human-Computer Interaction Series Springer, (2016)Predicting Personal Susceptibility to Phishing., and . ICITS, volume 1137 of Advances in Intelligent Systems and Computing, page 564-575. Springer, (2020)Nature and Nurturance Across the Ages: Modest Means for Modern Times., , , and . ArtsIT/DLI, volume 328 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 539-558. Springer, (2019)