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Stimulating children's physical play through interactive games: two exploratory case studies.

, , , and . IDC, page 163-164. ACM, (2007)

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Informing augmented memory system design through autobiographical memory theory., and . Personal and Ubiquitous Computing, 12 (6): 433-443 (2008)Persuasive Technology for Human Well-Being: Setting the Scene., , , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 1-5. Springer, (2006)Understanding Persuasion and Motivation in Interactive Stroke Rehabilitation - A Physiotherapists' Perspective on Patient Motivation., , and . PERSUASIVE, volume 9072 of Lecture Notes in Computer Science, page 15-26. Springer, (2015)Understanding Changes in the Motivation of Stroke Patients Undergoing Rehabilitation in Hospital., , and . PERSUASIVE, volume 9638 of Lecture Notes in Computer Science, page 251-262. Springer, (2016)Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle., , , , , , , , , and 3 other author(s). Interactions, 25 (4): 34-39 (2018)Storytelling with Objects to Explore Digital Archives., and . ECCE, page 13:1-13:7. ACM, (2016)Balance, Cogito and Dott: Exploring Media Modalities for Everyday-life Reflection., , and . Tangible and Embedded Interaction, page 427-433. ACM, (2017)Design research & tangible interaction., , , , , and . Tangible and Embedded Interaction, page 109-115. ACM, (2007)Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task., , and . Tangible and Embedded Interaction, page 167-174. ACM, (2013)MoSo tangibles: evaluating embodied learning., , and . Tangible and Embedded Interaction, page 85-92. ACM, (2011)