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Games, Entertainment, and Media for Life, Health, and Community: IEEE GEM 2014., , and . IEEE Consumer Electronics Magazine, 4 (3): 67-72 (2015)Blaze: A serious game for improving household fire safety awareness., , , , , and . IGIC, page 1-4. IEEE, (2012)Evaluation of Tensiometric Assessment as a Measure of Skill Degradation., , , , , and . MMVR, volume 173 of Studies in Health Technology and Informatics, page 97-101. IOS Press, (2012)A Comparison of Seated and Room-Scale Virtual Reality in a Serious Game for Epidural Preparation., , , and . IEEE Trans. Emerg. Top. Comput., 8 (1): 218-232 (2020)Virtual simulations and serious games in a laptop-based university: Gauging faculty and student perceptions., , , and . Interact. Technol. Smart Educ., 8 (2): 106-120 (2011)The role of project-based learning in IT: A case study in a game development and entrepreneurship program., , and . Interact. Technol. Smart Educ., 8 (2): 120-134 (2011)The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D., , , , , , , and . IEEE Trans. Cybern., 43 (6): 1572-1583 (2013)Eye Tracking and Speech Driven Human-Avatar Emotion-Based Communication., , , and . SeGAH, page 1-5. IEEE, (2020)An Introduction to Spatial Sound Rendering in Virtual Environments and Games., , , and . The Computer Games Journal, 8 (3-4): 199-214 (2019)Hand tracking as a tool to quantify carpal tunnel syndrome preventive exercises., , , and . IISA, page 1-5. IEEE, (2016)