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Using Aesthetic and Empathetic Expressions to Motivate Desirable Lifestyle.

, , , , , , and . EuroSSC, volume 5279 of Lecture Notes in Computer Science, page 220-234. Springer, (2008)

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A Vocabulary Learning Game Using a Serious-Game Approach., and . EMC/HumanCom, volume 260 of Lecture Notes in Electrical Engineering, page 13-22. Springer, (2013)Case Study of Middleware Infrastructure for Ambient Intelligence Environments.. Handbook of Ambient Intelligence and Smart Environments, Springer, (2010)Input Forager: a user-driven interaction adaptation approach for head worn displays., , , and . MUM, page 115-122. ACM, (2016)Incorporating fictionality into the real space: a case of enhanced TCG., , , and . UbiComp/ISWC Adjunct, page 37-40. ACM, (2015)Design issues and an empirical study in mobility oriented service development., , and . Mobile Middleware, page 1. ACM, (2008)How to reuse exisiting interactive applications in ubiquitous computing environments?. SAC, page 1127-1133. ACM, (2006)Experiences with building middleware for audio and visual networked home appliances on commodity software.. ACM Multimedia, page 611-620. ACM, (2002)A Continuous Media Application Supporting Dynamic QOS Control on Real-Time Mach., and . ACM Multimedia, page 289-297. ACM Press, (1994)An alternative approach to blockchain mining work for making blockchain technologies fit to ubiquitous and mobile computing environments., and . ICMU, page 1-4. IEEE, (2017)Digitally Enhancing Society Through Structuralism: Virtualizing Collective Human Eyesight and Hearing Capabilities as a Case Study., and . HCI (23), volume 12203 of Lecture Notes in Computer Science, page 400-414. Springer, (2020)