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Mapping Place: Supporting Cultural Learning through a Lukasa-inspired Tangible Tabletop Museum Exhibit.

, , , , and . TEI, page 261-268. ACM, (2015)

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Design and evaluation of graphical feedback on tangible interactions in a low-resolution edge display., , and . PerDis, page 8:1-8:7. ACM, (2019)Tangible play: research and design for tangible and tabletop games., and . IUI, page 6. ACM, (2007)Tangible comics: a performance space with full-body interaction., , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 171-178. ACM, (2007)Bottles as a minimal interface to access digital information., , and . CHI Extended Abstracts, page 187-188. ACM, (2001)The TViews Table Role-Playing Game., , , and . J. Virtual Real. Broadcast., (2008)The use of pseudo pressure in authenticating smartphone users., , and . MobiQuitous, page 151-160. ICST / ACM, (2014)Cross-Being: dancer (the spinning screen)., and . SIGGRAPH Art Gallery, page 84. ACM, (2008)Recognizing self in puppet controlled virtual avatars., , , , , , , and . Fun and Games, page 66-73. ACM, (2010)Extending the Design Space of Tangible Objects via Low-Resolution Edge Displays., , , , , , and . TEI, page 481-488. ACM, (2017)A nested APi structure to simplify cross-device communication., , , , and . TEI, page 225-232. ACM, (2012)