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PathSync: Multi-User Gestural Interaction with Touchless Rhythmic Path Mimicry.

, , , , , and . CHI, page 3415-3427. ACM, (2016)

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The Crowd in the Cloud: Moving Beyond Traditional Boundaries for Large Scale Experiences in the Cloud., , , and . AUIC, volume 117 of CRPIT, page 29-38. Australian Computer Society, (2011)Status Communication in Agile Software Teams: A Case Study., , and . ICSEA, page 82-87. IEEE Computer Society, (2010)Player Identity Dissonance and Voice Interaction in Games., , , and . CHI PLAY, page 265-269. ACM, (2015)Differentiated Participation in Social Videogaming., , and . OZCHI, page 92-100. ACM, (2015)Measuring audience experience in social videogaming., , , and . OZCHI, page 217-220. ACM, (2013)PathSync: Multi-User Gestural Interaction with Touchless Rhythmic Path Mimicry., , , , , and . CHI, page 3415-3427. ACM, (2016)The Use of Digital Photo Frames as Situated Messaging Appliances., and . ICCNSM, volume 5322 of Lecture Notes in Computer Science, page 100-105. Springer, (2008)Paradigms of games research in HCI: a review of 10 years of research at CHI., , , , and . CHI PLAY, page 27-36. ACM, (2014)Reciprocal Habituation: A Study of Older People and the Kinect., , , , , and . ACM Trans. Comput. Hum. Interact., 21 (3): 18:1-18:20 (2014)Audience experience in social videogaming: effects of turn expectation and game physicality., , , , and . CHI, page 3473-3482. ACM, (2014)