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A comparison of techniques for in-place toolbars., , and . Graphics Interface, page 35-38. ACM / Canadian Human-Computer Communications Society, (2010)Using psychophysiological techniques to measure user experience with entertainment technologies., , and . Behaviour & IT, 25 (2): 141-158 (2006)Pervasive games: bringing computer entertainment back to the real world., , , and . Computers in Entertainment, 3 (3): 4 (2005)PiNiZoRo: a GPS-based exercise game for families., , , , and . Future Play, page 243-246. ACM, (2010)Perceptibility and utility of sticky targets., and . Graphics Interface, page 65-72. ACM Press, (2008)Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables., , , , and . CSCW, page 193-202. ACM, (2013)Decreasing sedentary behaviours in pre-adolescents using casual exergames at school., , , and . CHI PLAY, page 97-106. ACM, (2014)Identifying emotional states using keystroke dynamics., , and . CHI, page 715-724. ACM, (2011)The effects of intended use on target acquisition., and . CHI, page 1649-1652. ACM, (2011)Extracting Heart Rate from Videos of Online Participants., , , and . CHI, page 4562-4567. ACM, (2016)