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Decreasing sedentary behaviours in pre-adolescents using casual exergames at school.

, , , and . CHI PLAY, page 97-106. ACM, (2014)

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Gemini redux: Understanding player perception of accumulated context., , , and . GEM, page 1-8. IEEE, (2014)Quantifying the differential impact of sensor noise in augmented reality gaming input., , and . GEM, page 1-9. IEEE, (2015)Developing and evaluating a lossless compression scheme for scientific data from a nanosatellite., , and . CCECE, page 1-4. IEEE, (2013)Neural Network-Based Vision Guided Robotics., , , and . ICRA, page 281-286. IEEE Robotics and Automation Society, (1999)Community-based forwarding for low-capacity pocket switched networks., , , and . MSWiM, page 249-257. ACM, (2014)Human Spatial Behavior, Sensor Informatics, and Disaggregate Data., , , , , and . COSIT, volume 8116 of Lecture Notes in Computer Science, page 224-242. Springer, (2013)PLATO: a coordination framework for designers of multi-player real-time digital games., , , and . FDG, page 141-148. ACM, (2012)THEEMPA: simple AR games using layar., and . Future Play, page 219-222. ACM, (2010)The Impact of Sensor Noise on Player Experience in Magic Window Augmented Reality Aiming Games., and . ICEC, volume 9353 of Lecture Notes in Computer Science, page 502-507. Springer, (2015)The impact on player experience in augmented reality outdoor games of different noise models., and . Entertain. Comput., (2018)