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Social Impact - Identifying Quotes of Literary Works in Social Networks.

, , , , , and . EPIA, volume 9273 of Lecture Notes in Computer Science, page 789-795. Springer, (2015)

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Digital Therapeutics with Virtual Reality and Sensors., , , , and . UbiComp/ISWC Adjunct, page 611-614. ACM, (2023)Digital Therapeutics Evolution What kind of Research Will Make the Difference in this Area?, , , , , and . UbiComp/ISWC Adjunct, page 788-790. ACM, (2023)What My Eyes Can't See, A Robot Can Show Me: Exploring the Collaboration Between Blind People and Robots., , , , , and . ASSETS, page 15-27. ACM, (2018)LEGOWorld: Repurposing Commodity Tools & Technologies to Create an Accessible and Customizable Programming Environment., , , , and . CHI Extended Abstracts, page 273:1-273:6. ACM, (2021)Exploring accessible programming with educators and visually impaired children., , , , , and . IDC, page 148-160. ACM, (2020)Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials., , , , and . INTERACT (1), volume 11746 of Lecture Notes in Computer Science, page 42-62. Springer, (2019)Supporting autism therapists: co-designing interventions., , , , , and . CHI Extended Abstracts, page 1213-1218. ACM, (2014)The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics., , , , , and . CHI, page 371:1-371:16. ACM, (2024)Proficient blind users and mobile text-entry., , , and . ECCE, page 19-22. Mediamatica, Delft University of Technology, The Netherlands / ACM, (2010)Snooping on Mobile Phones: Prevalence and Trends., , , , and . SOUPS, page 159-174. USENIX Association, (2016)