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How avatars in care context should show affect., , and . PervasiveHealth, page 262-267. ACM, (2016)Towards an expressive virtual tutor: an implementation of a virtual tutor based on an empirical study of non-verbal behaviour., , , , , , , , and . SMVC@MM, page 39-44. ACM, (2010)Blending real with virtual in 3DLife., , , , , , , , , and 2 other author(s). WIAMIS, page 1-4. IEEE, (2013)Communicating with a virtual human or a skin-based robot head., , and . FG, page 1-6. IEEE Computer Society, (2008)Toward socially responsible agents: integrating attachment and learning in emotional decision-making., and . Comput. Animat. Virtual Worlds, 24 (3-4): 327-334 (2013)The Use of Videogames as Complementary Therapeutic Tool for Cognitive Behavioral Therapy in Bulimia Nervosa Patients., , , , , , , , , and 7 other author(s). Cyberpsychology Behav. Soc. Netw., 18 (12): 744-751 (2015)Virtual assistive companions for older adults: qualitative field study and design implications., , , , and . PervasiveHealth, page 57-64. ICST, (2014)Evaluating a dancer's performance using kinect-based skeleton tracking., , , , , and . ACM Multimedia, page 659-662. ACM, (2011)Making Them Remember - Emotional Virtual Characters with Memory., , , and . IEEE Computer Graphics and Applications, 29 (2): 20-29 (2009)Applying Affect Recognition in Serious Games: The PlayMancer Project., and . MIG, volume 5884 of Lecture Notes in Computer Science, page 53-62. Springer, (2009)