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Reach across the boundary: evidence of physical tool appropriation following virtual practice.

, , , , , , and . TEI, page 155-158. ACM, (2013)

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Primal Clay: Worldbuilding with the New Materialism., and . FDG, page 43:1-43:4. ACM, (2020)Spatial structuring, cinematic mediation, and evocative narrative elements in the design of an RT 3D VE: The Common Tales Project.. Digit. Creativity, 15 (1): 52-56 (2004)Bridging Media with the Help of Players., , and . ICIDS, volume 5915 of Lecture Notes in Computer Science, page 269-279. Springer, (2009)Towards intelligent authoring tools for machinima creation., , and . CHI Extended Abstracts, page 4639-4644. ACM, (2009)TASC: Combining Virtual Reality with Tangible and Embodied Interactions to Support Spatial Cognition., , , , , , and . Conference on Designing Interactive Systems, page 1239-1251. ACM, (2017)Games, Montage and the First Person Point of View.. DiGRA Conference, (2005)Cell Phone Puppets: Turning Mobile Phones into Performing Objects., and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 363-372. Springer, (2012)Party Mascot: Experimental Prop Design for Streaming Actual Plays., , and . IMX, page 369-374. ACM, (2022)Pictures at an exhibition: a physical/digital puppetry performance piece., , , , , , and . Creativity & Cognition, page 441-442. ACM, (2011)Hybrid interface design for distinct creative practices in real-time 3D filmmaking., and . TEI, page 303-306. ACM, (2013)