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Designer's augmented reality toolkit, ten years later: implications for new media authoring tools., and . UIST, page 627-636. ACM, (2014)Usability an Important Goal for the Design of Therapeutic Games for Older Adults., , , , and . HCI (17), volume 8020 of Lecture Notes in Computer Science, page 358-364. Springer, (2013)Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers., , , , , and . Comput. Hum. Behav., 29 (4): 1302-1306 (2013)Guest Editor's Introduction to the Special Section on the International Symposium on Mixed and Augmented Reality 2013., , and . IEEE Trans. Vis. Comput. Graph., 21 (5): 555-556 (2015)Wearable Technology Design and Accessibility Considerations Studio., , , and . TEI, page 52:1-52:2. ACM, (2022)Actions Speak Louder Than Words: An exploration of game play behavior and results from traditional assessments of individual differences., , , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)The Evolution of the Argon Web Framework Through Its Use Creating Cultural Heritage and Community-Based Augmented Reality Applications., , , , , , , , , and 3 other author(s). HCI (3), volume 9171 of Lecture Notes in Computer Science, page 112-124. Springer, (2015)Multiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces., , , , , and . HCI (13), volume 5622 of Lecture Notes in Computer Science, page 235-243. Springer, (2009)Wizard of Oz support throughout an iterative design process., , , , , and . IEEE Pervasive Computing, 4 (4): 18-26 (2005)Know before you go: feelings of flow for older players depends on game and player characteristics., , , , and . CHI PLAY, page 277-286. ACM, (2014)