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Campus knights: situated pervasive display as a window into pseudo-immersive game world.

, , , , , , and . PerDis, page 132-139. ACM, (2016)

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LeARn Flags: Assessment of the learning curve of inexperienced users with gesture interactions with hands-free augmented reality., , , and . MindTrek, page 340-343. ACM, (2023)Street art gangs: location based hybrid reality game., and . MUM, page 64-74. ACM, (2015)HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag Game., , , , and . CHI PLAY, page 31-37. ACM, (2022)City knights: Spatial realism and memorability of virtual game scenes in pervasive gameplay., , , , , , and . VS-GAMES, page 71-78. IEEE Computer Society, (2017)Hack the Room: Exploring the potential of an augmented reality game for teaching cyber security., , , , , and . AHs, page 349-353. ACM, (2023)Anarchy or Order on the Streets: Review Based Characterization of Location Based Mobile Games., , , , and . CHI PLAY, page 101-113. ACM, (2017)Study on the Motivational and Physical Effects of Two VR Exergames., , , and . VS-GAMES, page 1-2. IEEE, (2019)Air Tandem: A Collaborative Bodily Game Exploring Interpersonal Synchronization., , , , and . CHI PLAY, page 433-438. ACM, (2015)Hybrid campus art: bridging two realities through 3D art., , , , , , , and . MUM, page 393-399. ACM, (2017)Augmented Reality Integration for Real-Time Security and Maintenance in IoT-Enabled Smart Campuses., , , , , and . ICNP, page 1-6. IEEE, (2023)