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Understanding Gaming Perceptions and Experiences in a Women's College Community., , , and . CHI, page 1544-1557. ACM, (2017)Virtual nature experiences and mindfulness practices while working from home during COVID-19: Effects on stress, focus, and creativity., , , , , , , and . Int. J. Hum. Comput. Stud., (2023)Re-imagining Systems in the Realm of Immigration in Higher Education through Participatory Design., and . CSCW Companion, page 76-79. ACM, (2022)Leveraging gesture and voice data to improve group brainstorming., , , and . CHI Extended Abstracts, page 3901-3906. ACM, (2010)Reality-based interaction: a framework for post-WIMP interfaces., , , , , , and . CHI, page 201-210. ACM, (2008)Classroom Activity for Critical Analysis of News Propagation Online., , , , , and . CHI Extended Abstracts, ACM, (2018)From big data to insights: opportunities and challenges for TEI in genomics., , , and . TEI, page 109-116. ACM, (2013)Eugenie: Multi-Touch and Tangible Interaction for Bio-Design., , , , and . TEI, page 217-224. ACM, (2015)AutoWork 2020: Second Workshop on the Future of Work and Well-Being in Automated Vehicles., , , , , and . AutomotiveUI (adjunct), page 113-116. ACM, (2020)Exploring the Impact of Human-AI Collaboration on College Students' Tangible Creation: Building Poetic Scenes with LEGO Bricks., , , and . IUI Workshops, volume 3660 of CEUR Workshop Proceedings, CEUR-WS.org, (2024)