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No one knows what attention is, , , , , and . Attention, Perception, & Psychophysics, 81 (7): 2288--2303 (Oct 1, 2019)TASC: Combining Virtual Reality with Tangible and Embodied Interactions to Support Spatial Cognition., , , , , , and . Conference on Designing Interactive Systems, page 1239-1251. ACM, (2017)Keep the Ball Rolling: Designing Game-Based Tangible VR for Spatial Penetrative Thinking Ability., , , , , and . Conference on Designing Interactive Systems, page 215-226. ACM, (2019)Perceptual-Motor Interaction, , , , , and . The Human Computer Interaction Handbook, chapter 1, CRC Press, Boca Raton, FL, 3 edition, (2012)Thinking Through the Box: Evaluating a 3D Game to Engage Penetrative Thinking., , , , , , , and . Frontiers Virtual Real., (2020)Evaluating the effect of tangible virtual reality on spatial perspective taking ability., , , , , , and . SUI, page 68-77. ACM, (2017)Reach across the boundary: evidence of physical tool appropriation following virtual practice., , , , , , and . TEI, page 155-158. ACM, (2013)A Tangible VR Game Designed for Spatial Penetrative Thinking Ability., , , , , and . CHI Extended Abstracts, ACM, (2018)Goal-Directed Reaching in Real, Augmented, and Virtual Environments., , , , and . ICALT, page 398-400. IEEE, (2021)