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Increasing social presence of social actors in e-learning environments: Effects of dynamic and static emoticons on children.

, and . Displays, 28 (4-5): 174-180 (2007)

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FEEL2: An Interactive Device for Older Adults to Experience Synesthesia and Age Creatively., and . HCI (30), volume 13331 of Lecture Notes in Computer Science, page 255-267. Springer, (2022)Rediscover Herbal Lane- Enhancing the Tourist Experience Through Mobile Applications., and . HCI (11), volume 9741 of Lecture Notes in Computer Science, page 448-458. Springer, (2016)Designing social presence in e-learning environments: Testing the effect of interactivity on children., and . Interact. Learn. Environ., 14 (3): 251-264 (2006)A Study on Consumers' Visual Image Evaluation of Wrist Wearables., and . Entropy, 23 (9): 1118 (2021)Development of a Co-Creation Toolkit for Designing Smart Product-Service Systems: A Health Device-Related Case Study., and . HCI (21), volume 14031 of Lecture Notes in Computer Science, page 544-554. Springer, (2023)A Cross-Cultural Study on the Perception of Sociability within Human-Computer Interaction., , , and . HCI (14), volume 5623 of Lecture Notes in Computer Science, page 135-144. Springer, (2009)Understanding Backers' Motivations and Perceptions of Information on Product-Based Crowdfunding Platforms., and . ISCBI, page 84-88. IEEE, (2018)Child Perception of Humanoid Robot Appearance and Behavior.. Int. J. Hum. Comput. Interact., 32 (6): 493-502 (2016)The Effects of an Art Program on Older Adults' Cognition and Satisfaction with Life., and . HCI (32), volume 14042 of Lecture Notes in Computer Science, page 142-153. Springer, (2023)Exploring User Engagement with Smartwatch Health Services: A Comparative Study Between Taiwan and Singapore., , and . HCI (17), volume 14700 of Lecture Notes in Computer Science, page 99-114. Springer, (2024)