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Pose presentation for a dance-based massively multiplayer online exergame.

, and . Entertain. Comput., 2 (2): 89-96 (2011)

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Distinguishing games, serious games, and training simulators on the basis of intent., and . Future Play, page 9-10. ACM, (2009)Homogeneous accelerometer-based sensor networks for game interaction., , , , and . Comput. Entertain., 9 (1): 1:1-1:18 (2011)A Free Verbalization Method of Evaluating Sound Design: The Effectiveness of Artificially Intelligent Natural Language Processing Methods and Tools: The Effectiveness of Artificially Intelligent Natural Language Processing Methods and Tools., and . Audio Mostly Conference, page 124-129. ACM, (2023)Exergame effectiveness: what the numbers can tell us., , , and . Sandbox@SIGGRAPH, page 55-62. ACM, (2010)Let's clean up this mess: exploring multi-touch collaborative play., , , and . CHI Extended Abstracts, page 4441-4446. ACM, (2009)Too Good to Be True? A Comment on Hall and Krueger's Analysis of the Labor Market for Uber's Driver-Partners, and . ILR Review, (October 2018)Using GDPR to improve legal clarity and working conditions on digital labour platforms : Can a code of conduct as provided for by Article 40 of the General Data Protection Regulation (GDPR) help workers and socially responsible platforms?, and . ETUI Working Paper, 2020.05. European Trade Union Institute, Brussels, (June 2020)Searching for quicksand ideals in partially ordered sets., , and . Australas. J Comb., (2021)Sensor networks as video game input devices., , , and . Future Play, page 38-45. ACM, (2007)Pose presentation for a dance-based massively multiplayer online exergame., and . Entertain. Comput., 2 (2): 89-96 (2011)