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Ride N' Rhythm, Bike as an Embodied Musical Instrument to Improve Music Perception for Young Children.

, , and . CoRR, (2019)

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A Case Study: Chronic Pain Patients' Preferences for Virtual Reality Games for Pain Distraction., , , , , and . HCI (10), volume 10910 of Lecture Notes in Computer Science, page 3-11. Springer, (2018)Encouraging physical activity with a game-based mobile application: FitPet., , , and . GEM, page 1-2. IEEE, (2015)A Virtual Reality Game for Chronic Pain Management: A Randomized, Controlled Clinical Study., , , , and . MMVR, volume 220 of Studies in Health Technology and Informatics, page 154-160. IOS Press, (2016)Automatic Prediction of Cybersickness for Virtual Reality Games., , , and . GEM, page 1-9. IEEE, (2018)Serious game for serious disease: Diminishing stigma of depression via game experience., , and . GEM, page 1-2. IEEE, (2015)Applying Artificial Intelligence to Glioma Imaging: Advances and Challenges., , , , , and . CoRR, (2019)Guidelines and evaluation of clinical explainable AI in medical image analysis., , , and . Medical Image Anal., (2023)Invisible Users: Uncovering End-Users' Requirements for Explainable AI via Explanation Forms and Goals., , , , and . CoRR, (2023)Rethinking AI Explainability and Plausibility., , and . CoRR, (2023)Ride N' Rhythm, Bike as an Embodied Musical Instrument to Improve Music Perception for Young Children., , and . CoRR, (2019)