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ActionTrip: automating egocentric video production through gestural interaction and landmark awareness., , and . PCI, page 127-132. ACM, (2018)Digital Scent Technology: Toward the Internet of Senses and the Metaverse., , , , and . IT Prof., 24 (3): 52-59 (2022)Adapting a Classic Platform Video Game to the Carbohydrate Counting Method for Insulin-Dependent Diabetics., , , , and . GOODTECHS, page 149-154. ACM, (2019)Pre-service teachers' views about the use of digital educational games for collaborative learning., , , and . Educ. Inf. Technol., 27 (4): 5397-5416 (2022)Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns., , and . Virtual Real., 26 (2): 697-735 (2022)Interactive multimedia installation art development using recycled input and sensing devices.. Int. J. Arts Technol., 9 (2): 108-125 (2016)Serious Games Effect Analysis On Player's Characteristics., , , , and . Int. J. Smart Educ. Urban Soc., 11 (1): 75-91 (2020)Augmenting virtual-reality environments with social-signal based music content., , and . DSP, page 1-6. IEEE, (2011)Multimedia Environments and Interactive Scientific Presentation of Industrially-Based Data Sets., , and . DSV-IS, volume 2844 of Lecture Notes in Computer Science, page 424-428. Springer, (2003)Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers' Views., , , and . Technol. Knowl. Learn., 26 (4): 825-844 (2021)