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Embodying emotional presence through a tangible interface in a hybrid collaborative learning situation: state of the art., and . IHM (Adjunct), page 2:1-2:9. ACM, (2023)Marker-based augmented reality: instructional-design to improve children interactions with astronomical concepts., , and . IDC, page 21-28. ACM, (2015)"I, here's what I want you to make me!" (Lucie, age 9): participative design for the utilisability of tangible markers in school context., and . IHM, page 2:1-2:9. ACM, (2015)Designing HCI for education: cultural probes interest to better know the teacher-user., , and . IHM, page 186-194. ACM, (2018)Long-term kinesthetic motor imagery practice with a BCI: Impacts on user experience, motor cortex oscillations and BCI performances., and . Comput. Hum. Behav., (September 2023)Making Tangible the Intangible: Hybridization of the Real and the Virtual to Enhance Learning of Abstract Phenomena., and . Frontiers ICT, (2016)PrisMe: a Tangible User Interface for Work Group Regulation. Preliminary User Experience Study., , , , , and . ETIS, volume 2801 of CEUR Workshop Proceedings, CEUR-WS.org, (2020)Classifying tangible user interfaces with cladistics: criteria and forms for a collaborative inventory., , , and . IHM, page 209-218. ACM, (2018)Could a tangible interface help a child to weigh his/her opinion on usability?, , , , and . IHM, page 12-19. ACM, (2018)EEG Modulations Induced by a Visual and Vibrotactile Stimulation., , , and . SMC, page 4247-4252. IEEE, (2023)