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Kartta: using multimedia and context to navigate unfamiliar environments.

, , and . MindTrek, page 120-123. ACM, (2009)

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Enriching shared experience by collective heart rate., , , , , and . Int. J. Soc. Humanist. Comput., 2 (1/2): 31-50 (2013)Retrospective vs. prospective: two approaches to mobile media capture and access., , and . Int. J. Arts Technol., 4 (3): 249-259 (2011)Flow experience in game based learning - a systematic literature review., , , and . Int. J. Serious Games, (2017)Exerbraining for Schools: Combining Body and Brain Training., , and . VS-GAMES, volume 15 of Procedia Computer Science, page 163-173. Elsevier, (2012)Kartta: using multimedia and context to navigate unfamiliar environments., , and . MindTrek, page 120-123. ACM, (2009)Supporting Learning with Wireless Sensor Data., and . Future Internet, 5 (1): 95-112 (2013)Mobile video sharing: documentation tools for working communities., , , and . EuroITV, page 31-38. ACM, (2010)Using video games to combine learning and assessment in mathematics education., , , , and . Int. J. Serious Games, (2015)MoViE: Mobile Social Video Sharing Tool for Learning Applications., , , and . WMUTE, page 216-218. IEEE Computer Society, (2010)Kartta: extracting landmarks near personalized points-of-interest from user generated content., , and . Mobile HCI, ACM, (2009)