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Context-aware assistive systems for augmented work : a framework using gamification and projection. Universität Stuttgart, Institut für Visualisierung und Interaktive Systeme, (2014)Unternehmen interaktiv. (2010)Serious Games in 2D und 3D – Neue Entwicklungen in einem jungen Markt. dotGAMES, (2009)Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness., , , , and . HCI (23), volume 11588 of Lecture Notes in Computer Science, page 206-224. Springer, (2019)Empowering Persons with Deafblindness: Designing an Intelligent Assistive Wearable in the SUITCEYES Project., , , , , and . PETRA, page 545-551. ACM, (2018)Gamification of a Workday: A Study on the Effects in Sheltered Employment., , , , and . CHI Extended Abstracts, page 3114-3121. ACM, (2016)Assistive systems in production environments: exploring motion recognition and gamification., , and . PETRA, page 9. ACM, (2012)Comparing projected in-situ feedback at the manual assembly workplace with impaired workers., , , , , , and . PETRA, page 1:1-1:8. ACM, (2015)Context-aware assistive systems at the workplace: analyzing the effects of projection and gamification, , , , and . Proceedings of the 7th International Conference on PErvasive Technologies Related to Assistive Environments, PETRA 2014, Island of Rhodes, Greece, May 27 - 30, 2014, page 38:1--38:8. ACM, (2014)Assistive systems in production environments: exploring motion recognition and gamification, , and . The 5th International Conference on PErvasive Technologies Related to Assistive Environments, PETRA 2012, Heraklion, Crete, Greece, June 6-9, 2012, page 9. ACM, (2012)