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Gesture based human motion and game principles to aid understanding of science and cultural practices.

, , , , , , , , and . Multimedia Tools Appl., 75 (19): 11699-11722 (2016)

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GGJ-Next: The Global Game Jam for Youth., , , and . ICGJ, page 8:1-8:4. ACM, (2019)A framework for socially communicative faces for game and interactive learning applications., and . Future Play, page 129-136. ACM, (2007)Talking face: using facial feature detection and image transformations for visual speech., and . ICIP (3), page 943-946. IEEE, (2001)Multispace Behavioral Model for Face-Based Affective Social Agents., and . EURASIP J. Image Video Process., (2007)An International Study on Learning and Process Choices in the Global Game Jam., , , and . Int. J. Game Based Learn., 3 (4): 27-46 (2013)Affective Walkthroughs and Heuristics: Evaluating Minecraft Hour of Code., , and . HCI (26), volume 10296 of Lecture Notes in Computer Science, page 22-40. Springer, (2017)Inclusion in Virtual Reality Technology: A Scoping Review., and . CoRR, (2023)User Trust Graph: A Model to Measure Trustworthiness., , and . PPT@PERSUASIVE, volume 2089 of CEUR Workshop Proceedings, page 93-101. CEUR-WS.org, (2018)Keeping Players Engaged in Exergames: A Personality Matchmaking Approach., , and . CHI Extended Abstracts, ACM, (2018)ScienceVR: A Virtual Reality Framework for STEM Education, Simulation and Assessment., , , and . AIVR, page 267-275. IEEE, (2021)