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Mapping Design Spaces for Audience Participation in Game Live Streaming.

, , , and . CHI, page 329:1-329:15. ACM, (2021)

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Characterizing ELL Students' Behavior During MOOC Videos Using Content Type., , , , and . L@S, page 185-188. ACM, (2017)"They Just Don't Get It": Towards Social Technologies for Coping with Interpersonal Racism., , , and . Proc. ACM Hum. Comput. Interact., 4 (CSCW): 024:1-024:29 (2020)Sharing Multi-User VR Spaces., , , , , , , and . CHI PLAY (Companion), page 229-233. ACM, (2020)"What's Your Name Again?": How Race and Gender Dynamics Impact Codesign Processes and Output., , , , , and . ACM Trans. Comput. Hum. Interact., 30 (6): 85:1-85:26 (December 2023)A Preliminary Look at MOOC-associated Facebook Groups: Prevalence, Geographic Representation, and Homophily., , , , and . L@S, page 205-208. ACM, (2016)Virtual Economies: Threats and Risks., , , , and . Financial Cryptography, volume 4886 of Lecture Notes in Computer Science, page 239-244. Springer, (2007)The Upcycled Home: Removing Barriers to Lightweight Modification of the Home's Everyday Objects., , , and . CHI, page 1-13. ACM, (2020)Proximate Social Factors in First-Time Contribution to Online Communities., , , and . CHI, page 1-14. ACM, (2020)CHI 2018 Workshop: Data-Driven Educational Game Design., , and . CHI Extended Abstracts, ACM, (2018)Counterspace Games for BIWOC STEM Students., , , and . CHI Extended Abstracts, page 453:1-453:6. ACM, (2021)