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, , , , and . InVis.au, volume 35 of CRPIT, page 25-34. Australian Computer Society, (2004)

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Improving text passwords through persuasion., , , and . SOUPS, page 1-12. ACM, (2008)Do you see your password?: applying recognition to textual passwords., , and . SOUPS, page 8. ACM, (2012)Hacking with multi-touch for Java (MT4j)., , , and . Mobile!@SPLASH, page 17-20. ACM, (2016)Cognitive dimensions of a game scripting tool., and . Future Play, page 97-104. ACM, (2007)Graphical passwords: Learning from the first twelve years., , and . ACM Comput. Surv., 44 (4): 19:1-19:41 (2012)Abstraction and Activity in Computer-Mediated Music Production., , and . Computer Music Journal, 34 (4): 22-33 (2010)Motivation and Cohesion in Agile Teams., and . XP, volume 4536 of Lecture Notes in Computer Science, page 62-69. Springer, (2007)Postmodern prospects for conceptual modelling., and . APCCM, volume 53 of CRPIT, page 11-20. Australian Computer Society, (2006)Factoring culture into the design of a persuasive game., , , , and . OZCHI, volume 206 of ACM International Conference Proceeding Series, page 213-220. ACM, (2006)Influencing users towards better passwords: persuasive cued click-points., , , and . BCS HCI (1), page 121-130. BCS, (2008)