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Designing Videogames to Crowdsource Accelerometer Data Annotation for Activity Recognition Research.

, , , , , and . CHI PLAY, page 135-147. ACM, (2019)

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Signaligner Pro: A Tool to Explore and Annotate Multi-day Raw Accelerometer Data., , , , , , and . PerCom Workshops, page 475-480. IEEE, (2021)Expertise and engagement: re-designing citizen science games with players' minds in mind., , , , and . FDG, page 6:1-6:11. ACM, (2019)Wrapped in Story: The Affordances of Narrative for Citizen Science Games., , , , , and . FDG, page 33:1-33:11. ACM, (2023)"Philosophy is Seeped into Every Brick" - Weaving Reflective Elements into Mass-Market Games., , and . FDG, page 27:1-27:10. ACM, (2022)Barriers to Expertise in Citizen Science Games., and . CHI, page 559:1-559:25. ACM, (2022)Effects of Player-Level Matchmaking Methods in a Live Citizen Science Game., , and . AIIDE, page 199-206. AAAI Press, (2022)A Design Framework for Reflective Play., , , , , , and . CHI, page 519:1-519:21. ACM, (2024)A Monte Carlo Approach to Skill-Based Automated Playtesting., , , and . AIIDE, page 166-172. AAAI Press, (2018)Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit., , , , , , , and . FDG, page 85:1-85:4. ACM, (2020)A Comparison of Augmented Reality and Browser Versions of a Citizen Science Game., , , , , , and . FDG, page 14:1-14:8. ACM, (2021)