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Sonification approaches in sports in the past decade: a literature review.

, , and . Audio Mostly Conference, page 199-205. ACM, (2020)

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Run, Beep, Breathe: Exploring the Effects on Adherence and User Experience of 5 Breathing Instruction Sounds while Running., , , , , and . Audio Mostly Conference, page 16-23. ACM, (2021)MacroScope: First-Person Perspective in Physical Scale Models., , , , and . TEI, page 253-259. ACM, (2018)Breath Tools: Exploring the Effects on Adherence and User Experience of 4 Sounds Assisting Runners with Coupling Breath to Steps., , , and . CHI Extended Abstracts, page 57:1-57:7. ACM, (2023)Out of Your Mind!? Embodied Interaction in Sports., , , , , , , and . CHI Extended Abstracts, page 79:1-79:5. ACM, (2021)LaserViz: Shared Gaze in the Co-Located Physical World., , , , and . TEI, page 191-196. ACM, (2017)Engagement Through Embodiment: A Case For Mindful Interaction., and . TEI, page 349-356. ACM, (2016)Reign in blood: exploring blood as a material for game interaction design., , , , and . MUM, page 541-547. ACM, (2017)Phygital Samples: Enhancing Retail Experiences with Digital Augmentations of Physical Materials., , and . CHI Extended Abstracts, page 466:1-466:5. ACM, (2023)Into the Rhythm: Evaluating Breathing Instruction Sound Experiences on the Run with Novice Female Runners., , , and . Multimodal Technol. Interact., 8 (4): 25 (2024)The Evolution of a Scale Model as an Impromptu Design Tool., , , , and . Conference on Designing Interactive Systems, page 233-245. ACM, (2017)