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Thin slices of interaction: predicting users' task difficulty within 60 sec.

, , , , , , and . CHI Extended Abstracts, page 171-180. ACM, (2012)

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The Systems and Methods of Game Design., and . Inf., 12 (12): 494 (2021)Bridging book: a not-so-electronic children picturebook., , , and . CHI Extended Abstracts, page 2801-2802. ACM, (2013)Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids., , , , and . SEGAH, page 1-8. IEEE, (2021)Peak-end rule in narrative videogames: analysis of players' perceptions on social media about "The Last of Us Part II" and "God of War"., , and . FDG, page 54:1-54:4. ACM, (2023)Merry go round: a physical, virtual, physical... toy., , , and . Advances in Computer Entertainment, page 59:1-59:4. ACM, (2014)An approach about health games to social network environment., , and . SeGAH, page 1-4. IEEE Computer Society, (2011)From the Necessity of Film Closure to Inherent VR Wideness., , and . International Conference on Virtual Storytelling, volume 2897 of Lecture Notes in Computer Science, page 74-77. Springer, (2003)t-books: A block interface for young children's narrative construction., , , and . Int. J. Child Comput. Interact., (2018)Game Design as an Autonomous Research Subject., and . Inf., 12 (9): 367 (2021)Arbor: Interactive Sculpture - From the Tree of Letters to the Tree of Words., , and . Int. J. Creative Interfaces Comput. Graph., 8 (1): 39-53 (2017)