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We Can Build the Future.. Computer, 48 (11): 90-91 (2015)Exploring Collaborative Storytelling as a Method for Creating Educational Games., , , , и . L@S, стр. 355-358. ACM, (2015)Increasing learners' self-efficacy beliefs and curiosity through a Frankenstein-themed transmedia storytelling experience., , , , , и . Br. J. Educ. Technol., 53 (6): 1626-1644 (2022)Babel VR: Multimodal Virtual Reality Environment for Shelf Browsing and Book Discovery., и . HCI (37), том 1088 из Communications in Computer and Information Science, стр. 30-38. Springer, (2019)What can science fiction tell us about the future of artificial intelligence policy?, , и . AI Soc., 38 (1): 197-211 (февраля 2023)What Algorithms Want: Imagination in the Age of Computing. MIT Press, Cambridge, MA, (2017)Biological HCI: Towards Integrative Interfaces Between People, Computer, and Biological Materials., , и . CHI Extended Abstracts, ACM, (2018)Why Frankenstein is a Stigma Among Scientists., , , и . Sci. Eng. Ethics, 24 (4): 1143-1159 (2018)Influencing human-AI interaction by priming beliefs about AI can increase perceived trustworthiness, empathy and effectiveness., , , и . Nat. Mac. Intell., 5 (10): 1076-1086 (октября 2023)Networks, Literature, Culture., , , и . DH, стр. 47-51. Stanford University Library, (2011)