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Invisible Users: Uncovering End-Users' Requirements for Explainable AI via Explanation Forms and Goals., , , , and . CoRR, (2023)Chronic Pain and the Modulation of Self in Immersive Virtual Reality., , and . AAAI Fall Symposium: Biologically Inspired Cognitive Architectures, volume FS-09-01 of AAAI Technical Report, AAAI, (2009)Serious game for serious disease: Diminishing stigma of depression via game experience., , and . GEM, page 1-2. IEEE, (2015)Sound design: a procedural communication model for VE., and . Audio Mostly Conference, page 16-23. ACM, (2012)Surround aesthetics: VR as an art form., and . VRST, page 119. ACM, (2001)Immersive virtual reality and affective computing for gaming, fear and anxiety management., , , , and . SIGGRAPH Posters, page 74. ACM, (2013)Oh, I didn't do a good job: How objective data affects physiotherapist-patient conversations for arthritis patients., , , , , and . PervasiveHealth, page 156-165. ACM, (2020)Exploring Body Gestures as Natural User Interface for Flying in a Virtual Reality Game with Kinect., , , and . ERVR, page 60-63. Society for Imaging Science and Technology, (2017)Mount Qaf: A Multimedia Performance Installation Infusing Electronic Art and The Sonic and Visual A., , and . SIGGRAPH ASIA Art Gallery, page 8:1. ACM, (2011)Ride N' Rhythm, Bike as an Embodied Musical Instrument to Improve Music Perception for Young Children., , and . CoRR, (2019)