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A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task., and . SUI, page 74-78. ACM, (2018)Wattom: Ambient Eco-feedback with Mid-air Input., , , , and . exp.at, page 12-15. IEEE, (2019)A First Exploration on the Use of Head-Mounted Augmented Reality in the Context of the Portuguese Military., , and . Proc. ACM Hum. Comput. Interact., 7 (MHCI): 1-11 (2023)GaitWear: a smartwatch application for in-the-wild gait normalisation based on a virtual field study assessing the effects of visual and haptic cueing., , and . Behav. Inf. Technol., 40 (12): 1292-1309 (2021)Fall of Humans: Interactive Tabletop Games and Transmedia Storytelling., , , and . ITS, page 401-404. ACM, (2015)Using a VR Field Study to Assess the Effects of Visual and Haptic Cues in "In-the-Wild" Locomotion., , and . XR@ISS, volume 2779 of CEUR Workshop Proceedings, CEUR-WS.org, (2020)Wattom: A Consumption and Grid Aware Smart Plug with Mid-air Controls., , , , and . TEI, page 307-313. ACM, (2019)Multi-User Motion Matching Interaction for Interactive Television using Smartwatches., , , and . TVX (Adjunct), page 67-68. ACM, (2017)AmbiGaze: Direct Control of Ambient Devices by Gaze., , , , and . Conference on Designing Interactive Systems, page 812-817. ACM, (2016)Motion Correlation: Selecting Objects by Matching Their Movement., , , , , and . ACM Trans. Comput. Hum. Interact., 24 (3): 22:1-22:35 (2017)