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Exploring the use of a respiratory-computer interface for game interaction.

, and . ICE-GIC, page 154-159. IEEE, (2009)

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Virtual Manuscripts for an Enhanced Museum and Web Experience 'Living Manuscripts'., , , and . VSMM, volume 4270 of Lecture Notes in Computer Science, page 418-427. Springer, (2006)3D Modelling of Complex Biological Structures: The Oviduct., , , and . TPCG, page 255-262. Eurographics Association, (2010)Scalable Psychological Momentum Forecasting in Esports., and . CoRR, (2020)Improving SSVEP-BCI performance using pre-trial normalization methods., , and . CogInfoCom, page 247-252. IEEE, (2017)Towards Evaluating Effects of Digital Sensory Environments on Human Emotions in the Wild., , and . MAB, page 146-159. ACM, (2023)The Mood and Memory of Believable Adaptable Socially Intelligent Characters., and . IVA, volume 5208 of Lecture Notes in Computer Science, page 372-379. Springer, (2008)Exploring the use of a respiratory-computer interface for game interaction., and . ICE-GIC, page 154-159. IEEE, (2009)Presence and Reflection in Training: Support for Learning to Improve Quality Decision-Making Skills under Time Limitations., and . Cyberpsy., Behavior, and Soc. Networking, 4 (2): 265-277 (2001)The intensity of perceived emotions in 3D virtual humans., and . AAMAS (3), page 1261-1264. IFAAMAS, (2008)Perfect presence: What does this mean for the design of virtual learning environments?, , , and . Educ. Inf. Technol., 5 (4): 277-289 (2000)