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MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations.

, , , , and . CHI PLAY (Companion), page 168-172. ACM, (2020)

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Identifying Children's Fidget Object Preferences: Toward Exploring the Impacts of Fidgeting and Fidget-Friendly Tangibles., , and . Conference on Designing Interactive Systems, page 301-311. ACM, (2018)Translating Affective Touch into Text., , , and . CHI Extended Abstracts, ACM, (2019)Emotion and motion: games as inspiration for shaping the future of interface.. Interactions, 18 (5): 24-27 (2011)Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse., and . FDG, page 62:1-62:6. ACM, (2017)Supporting cross-cultural communication in real-world encounters., , , and . HCI (2), page 442-446. Lawrence Erlbaum, (1999)How to stop being a buzzkill: designing yamove!, a mobile tech mash-up to truly augment social play.. Mobile HCI (Companion), page 1-4. ACM, (2012)Introduction to this Special Issue on HCI and Games., , and . Hum. Comput. Interact., 30 (3-4): 195-201 (2015)Designing for emotion regulation interventions: an agenda for HCI theory and research., , , , , and . CoRR, (2022)The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect., , , and . Int. J. Hum. Comput. Stud., 65 (4): 315-328 (2007)The Case for "Weird Social" in VR/XR: A Vision of Social Superpowers Beyond Meatspace., and . CHI Extended Abstracts, page 17:1-17:10. ACM, (2021)