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Designing and Developing Architectures to Tangible User Interfaces: A "Softwareless" Approach., and . HCI (34), volume 1033 of Communications in Computer and Information Science, page 469-475. Springer, (2019)Tangible Interfaces: An Analysis of User Experience Using the AR Sandbox Project., , , , and . IHC, page 65:1-65:4. ACM, (2017)A user's interface project for the Infralife system videoconference module., , , and . CLIHC, page 227-230. ACM, (2003)Littlebits Versus Makey Makey with Scratch: An User Perception for Tangible User Interfaces., and . HCI (48), volume 1293 of Communications in Computer and Information Science, page 109-115. Springer, (2020)Evaluation of a Head-Tracking Pointing Device for Users with Motor Disabilities., , , , , and . PETRA, page 156-162. ACM, (2017)Editorial., , , and . J. Inf. Data Manag., 6 (2): 104 (2015)Um Estudo de Mapeamento Sistemático sobre Metodologias de Avaliação em Interação Humano-Computador voltadas à Tecnologia Assistiva com foco em Pessoas com Deficiência Motora., , , , and . Braz. J. Inf. Syst., 11 (3): 90-126 (2018)Incorporating 3D technologies to the Brazilian DTV standard: a study of integration strategies based on middleware ginga., , , and . EuroITV, page 251-258. ACM, (2010)Understanding the Accessibility Barriers Faced by Learners with Visual Impairments in Computer Programming., , and . IHC, page 65:1-65:11. ACM, (2023)ATHUS: A Generic Framework for Game Development on Ginga Middleware., , and . SBGames, page 89-96. IEEE Computer Society, (2010)