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Around-Device Interactions: A Usability Study of Frame Markers in Acquisition Tasks.

, , , and . INTERACT (2), volume 9297 of Lecture Notes in Computer Science, page 195-202. Springer, (2015)

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MarkAirs: Are Children Ready for Marker-Based Mid-Air Manipulations?, , and . NordiCHI, page 2. ACM, (2016)Children's Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces., , , and . Interact. Comput., 30 (3): 187-206 (2018)WeTab: hacia la construcción de entornos multi-superficie para juegos de sobremesa basados en tabletas., , and . CoSECivi, volume 1196 of CEUR Workshop Proceedings, page 211-220. CEUR-WS.org, (2014)Towards Creative Smart Learning Environments: Experiences and Challenges., , , and . Int. J. Creative Interfaces Comput. Graph., 6 (1): 56-71 (2015)Tangibot: A collaborative multiplayer game for pediatric patients., , , and . Int. J. Medical Informatics, (2019)Augmented Tangible Surfaces to Support Cognitive Games for Ageing People., , and . ISAmI, volume 376 of Advances in Intelligent Systems and Computing, page 263-271. Springer, (2015)Evaluating the Usability of a Tangible-Mediated Robot for Kindergarten Children Instruction., , and . ICALT, page 130-132. IEEE Computer Society, (2016)From Tabletops to Multi-Tablet Environments in Educational Scenarios: A Lightweight and Inexpensive Alternative., , and . ICALT, page 100-101. IEEE Computer Society, (2016)MarkAirs: Around-Device Interactions with Tablets Using Fiducial Markers - An Evaluation of Precision Tasks., , , and . CHI Extended Abstracts, page 2474-2481. ACM, (2016)Airsteroids: Re-designing the Arcade Game Using MarkAirs., , , and . ITS, page 413-416. ACM, (2015)