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T4Tags 2.0: A Tangible System for Supporting Users' Needs in the Domestic Environment., , , and . TEI, page 38-43. ACM, (2016)Total Immersion: Designing for Affective Symbiosis in a Virtual Reality Game with Haptics, Biosensors, and Emotive Agents., , , , and . Symbiotic, volume 9961 of Lecture Notes in Computer Science, page 23-37. (2016)ElectroEmotion - A tool for producing emotional corpora collaboratively., , and . ACII, page 1-7. IEEE Computer Society, (2009)Covert Persuasive Technologies: Bringing Subliminal Cues to Human-Computer Interaction., , , , , , , , , and 1 other author(s). PERSUASIVE, volume 8462 of Lecture Notes in Computer Science, page 1-12. Springer, (2014)Reach out and touch me: effects of four distinct haptic technologies on affective touch in virtual reality., , , , , and . ICMI, page 341-348. ACM, (2016)Pac-Many: Movement Behavior when Playing Collaborative and Competitive Games on Large Displays., , , , , , , and . CHI, page 539. ACM, (2018)How carat affects user behavior: implications for mobile battery awareness applications., , , , , , and . CHI, page 1029-1038. ACM, (2014)What is the object of design?, , , , , and . CHI Extended Abstracts, page 21-30. ACM, (2012)Evaluating an automatic rotation feature in collaborative tabletop workspaces., , , and . CHI Extended Abstracts, page 1315-1320. ACM, (2011)Near real time energy monitoring for end users: Requirements and sample applications., , , , , , and . SmartGridComm, page 451-456. IEEE, (2011)