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The use of pseudo pressure in authenticating smartphone users.

, , and . MobiQuitous, page 151-160. ICST / ACM, (2014)

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Learning New Words and Spelling with Autocorrections., , and . ISS, page 409-414. ACM, (2016)Active Pathways: Using Active Tangibles and Interactive Tabletops for Collaborative Modeling in Systems Biology., , , , , , , , and . ISS, page 129-138. ACM, (2016)Movement, Material, Mind: Tangible and Embodied Interactions for Discovery and Learning.. ISS, page 1. ACM, (2016)Actibles: Open Source Active Tangibles., , , , and . ISS, page 469-472. ACM, (2016)Traces., and . SIGGRAPH Sketches, page 153. ACM, (2006)Murmur: kinetic relief sculpture, multi-sensory display, listening machine., , and . Tangible and Embedded Interaction, page 231-238. ACM, (2008)The spinning screen: a movable experience between virtual and real., , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 266-267. ACM, (2007)TViews: An Extensible Architecture for Multiuser Digital Media Tables., , and . IEEE Computer Graphics and Applications, 26 (5): 47-55 (2006)PuzzleTale: A tangible puzzle game for interactive storytelling., and . Computers in Entertainment, 8 (2): 11:1-11:15 (2010)Mobile Realities: Designing for the Medium of Smartphone-VR., , , , , , , and . Conference on Designing Interactive Systems, page 1131-1144. ACM, (2019)