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Human-robot interactions to promote play and learning., , , , , and . IDC, page 280-281. ACM, (2009)PlushPal: Storytelling with Interactive Plush Toys and Machine Learning., , , , , and . IDC, page 236-245. ACM, (2021)Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books., , , , , , , , , and 1 other author(s). CHI, page 1195-1204. ACM, (2011)Bridging books: the printed book as a support for digital experiences., , , , , , , and . IDC, page 606-609. ACM, (2013)Toys keeping in touch: technologies for distance play.. TEI, page 315-316. ACM, (2010)Active Learning Environments with Robotic Tangibles: Children's Physical and Virtual Spatial Programming Experiences., , , , , , , , and . IEEE Trans. Learn. Technol., 11 (1): 96-106 (2018)Beyond the binding: exploring the future book., , , and . Creativity & Cognition, page 445-446. ACM, (2011)User interfaces for tangible characters: can children connect remotely through toy perspectives?, , , , and . IDC, page 69-78. ACM, (2010)Sticking together: handcrafting personalized communication interfaces., , , , , and . IDC, page 238-241. ACM, (2011)Integrating video games and robotic play in physical environments., , , , and . Sandbox@SIGGRAPH, page 107-114. ACM, (2008)