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No need to stop: exploring smartphone interaction paradigms while cycling., , , , , , and . MUM, page 177-187. ACM, (2017)Social Robots as Coaches: How Human-Robot Interaction Positively Impacts Motivation in Sports Training Sessions., , , , and . RO-MAN, page 141-148. IEEE, (2022)XR for First Responders: Concepts, Challenges and Future Potential of Immersive Training., , , , and . EuroXR, volume 14410 of Lecture Notes in Computer Science, page 192-200. Springer, (2023)OMNIPAPER: Bringing Electronic News Publishing to a Next Level Using XML and Artificial Intelligence., , , and . ELPUB, Verlag für Wissenschaft und Forschung, (2002)Computerized experience sampling in the car: issues and challenges., , , , and . AutomotiveUI, page 220-223. ACM, (2013)Ambient Light and its Influence on Driving Experience., , , , and . AutomotiveUI, page 293-301. ACM, (2017)Individual LED Visualization Calibration to Increase Spatial Accuracy: Findings from a Static Driving Simulator Setup., , , , and . AutomotiveUI, page 270-278. ACM, (2017)Flexible und erfolgreiche Implementierung eines User Interface Styleguides basierend auf DITA-Maps., , , , and . UP, page 141-145. Fraunhofer Verlag, (2010)Playful taste interaction., and . IDC, page 340-343. ACM, (2013)Physics-based gaming: exploring touch vs. mid-air gesture input., and . IDC, page 291-294. ACM, (2015)