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Acting 2.0: when entertainment technology helps actors to perform., , , и . Advances in Computer Entertainment, стр. 15:1-15:4. ACM, (2015)It Made More Sense: Comparison of User-Elicited On-skin Touch and Freehand Gesture Sets., , , , , и . HCI (21), том 10291 из Lecture Notes in Computer Science, стр. 159-171. Springer, (2017)Snowflakes: A Design Speculation for a Modular Prototyping Tool for Rapidly Designing Smart Wearables., , , и . CHI Extended Abstracts, ACM, (2018)User Interface Paradigms for Visually Authoring Mid-Air Gestures: A Survey and a Provocation., , и . EGMI@EICS, том 1190 из CEUR Workshop Proceedings, стр. 8-14. CEUR-WS.org, (2014)An Inquiry into the TUI Design Space for Parent-Child Math Engagement at Home., , и . NordiCHI, стр. 50:1-50:12. ACM, (2022)WEARPG: game design implications for movement-based play in table-top role-playing games with arm-worn devices., и . MindTrek, стр. 403-412. ACM, (2016)Hotspotizer: end-user authoring of mid-air gestural interactions., , и . NordiCHI, стр. 677-686. ACM, (2014)Low-Cost Mixed Reality Simulator for Industrial Vehicle Environments., , , , , и . HCI (10), том 9740 из Lecture Notes in Computer Science, стр. 597-608. Springer, (2016)Exploring Projection Based Mixed Reality with Tangibles for Nonsymbolic Preschool Math Education., , , , и . TEI, стр. 205-212. ACM, (2019)Understanding the Lonesome Tennis Players: Insights for Future Wearables., , , и . CHI Extended Abstracts, стр. 1678-1685. ACM, (2017)