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Exploring Non-verbal Behavior Models for Believable Characters., and . ICIDS, volume 5334 of Lecture Notes in Computer Science, page 71-82. Springer, (2008)Playing between Opposite Ideologies with Focalization and Agency: A Look at Ideological Perspective in Narrative-driven Games., and . FDG, page 24:1-24:9. ACM, (2021)Geometrical Hong Kong: An Immersive and Interactive Virtual Reality Tour., and . CHI Extended Abstracts, ACM, (2018)Transdisciplinary Interaction Design in Design Education., , , , , , , and . CHI Extended Abstracts, page 833-838. ACM, (2015)MemoryPin: Turning Digitally Co-Present Moments into Tangible Memory Keepsakes., , and . Conference on Designing Interactive Systems (Companion Volume), page 253-258. ACM, (2018)Exploring the Role of Narrative Puzzles in Game Storytelling., and . DiGRA Conference, Digital Games Research Association, (2019)Effects of Virtual Reality in the Area of Responsible Decision-Making Training on Adolescents., , and . ArtsIT, volume 367 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 461-476. Springer, (2020)Bukas: Material Messages for Filipino Migrant Workers and Their Transnational Families., , and . ArtsIT, volume 367 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 425-445. Springer, (2020)MemoryReel: A Purpose-designed Device for Recording Digitally Connected Special Moments for Later Recall and Reminiscence., , , and . TEI, page 135-144. ACM, (2019)Designing Physical Artifacts for Tangible Narratives: Lessons Learned from Letters to José., and . TEI, page 94:1-94:12. ACM, (2021)