{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,11,5]],"date-time":"2025-11-05T06:26:31Z","timestamp":1762323991382,"version":"3.41.0"},"publisher-location":"Cham","reference-count":65,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783319461519"},{"type":"electronic","value":"9783319461526"}],"license":[{"start":{"date-parts":[[2016,1,1]],"date-time":"2016-01-01T00:00:00Z","timestamp":1451606400000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2016]]},"DOI":"10.1007\/978-3-319-46152-6_15","type":"book-chapter","created":{"date-parts":[[2016,10,5]],"date-time":"2016-10-05T12:05:21Z","timestamp":1475669121000},"page":"378-401","source":"Crossref","is-referenced-by-count":3,"title":["Embodied Interaction in Play: Body-Based and Natural Interaction in Games"],"prefix":"10.1007","author":[{"given":"Bernhard","family":"Maurer","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2016,10,6]]},"reference":[{"key":"15_CR1","unstructured":"Android wear. https:\/\/www.android.com\/wear\/"},{"key":"15_CR2","unstructured":"Arduino microcontroller. http:\/\/www.arduino.cc"},{"key":"15_CR3","unstructured":"Fitbit - activity tracker. http:\/\/www.fitbit.com"},{"key":"15_CR4","unstructured":"Jewel mine. http:\/\/ict.usc.edu\/prototypes\/jewel-mine\/"},{"key":"15_CR5","unstructured":"Leap motion. https:\/\/www.leapmotion.com"},{"key":"15_CR6","unstructured":"Microsoft kinect. https:\/\/developer.microsoft.com\/en-us\/windows\/kinect"},{"key":"15_CR7","unstructured":"Microsoft research: stroke recovery with kinect. http:\/\/research.microsoft.com\/en-us\/projects\/stroke-recovery-with-kinect\/"},{"key":"15_CR8","unstructured":"Phidgets - products for usb sensing and control. http:\/\/www.phidgets.com"},{"key":"15_CR9","unstructured":"Tobii eye tracking enabled games. http:\/\/www.tobii.com\/xperience\/apps\/"},{"key":"15_CR10","doi-asserted-by":"crossref","first-page":"944","DOI":"10.3389\/fnhum.2014.00944","volume":"8","author":"L Aymerich-Franch","year":"2014","unstructured":"Aymerich-Franch, L., Kizilcec, R.F., Bailenson, J.N.: The relationship between virtual self similarity and social anxiety. Front. Hum. Neurosci. 8, 944 (2014)","journal-title":"Front. Hum. Neurosci."},{"issue":"4","key":"15_CR11","doi-asserted-by":"crossref","first-page":"433","DOI":"10.1007\/s00779-011-0410-4","volume":"16","author":"S Bakker","year":"2012","unstructured":"Bakker, S., Antle, A.N., Van Den Hoven, E.: Embodied metaphors in tangible interaction design. Pers. Ubiquit. Comput. 16(4), 433\u2013449 (2012)","journal-title":"Pers. Ubiquit. Comput."},{"key":"15_CR12","unstructured":"Bakker, S., Vorstenbosch, D., van den Hoven, E., Hollemans, G., Bergman, T.: Weathergods: tangible interaction in a digital tabletop game. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, TEI 2007, New York, NY, USA, pp. 151\u2013152. ACM (2007). http:\/\/doi.acm.org\/10.1145\/1226969.1227000"},{"key":"15_CR13","unstructured":"Bente, G., Eschenburg, F., Aelker, L.: Effects of simulated gaze on social presence, person perception and personality attribution in avatar-mediated communication. In: Presence 2007: Proceedings of the 10th Annual International Workshop on Presence, 25\u201327 October 2007, Barcelona, Spain, pp. 207\u2013214 (2007)"},{"key":"15_CR14","volume-title":"Louder Than Words: The New Science of How the Mind Makes Meaning","author":"BK Bergen","year":"2012","unstructured":"Bergen, B.K.: Louder Than Words: The New Science of How the Mind Makes Meaning. Basic Books, New York (2012)"},{"issue":"6","key":"15_CR15","doi-asserted-by":"crossref","first-page":"2566","DOI":"10.1016\/j.ridd.2011.07.002","volume":"32","author":"YJ Chang","year":"2011","unstructured":"Chang, Y.J., Chen, S.F., Huang, J.D.: A kinect-based system for physical rehabilitation: a pilot study for young adults with motor disabilities. Res. Dev. Disabil. 32(6), 2566\u20132570 (2011)","journal-title":"Res. Dev. Disabil."},{"key":"15_CR16","volume-title":"Being There: Putting Brain, Body, and World Together Again","author":"A Clark","year":"1998","unstructured":"Clark, A.: Being There: Putting Brain, Body, and World Together Again. MIT press, Cambridge (1998)"},{"key":"15_CR17","first-page":"1","volume":"19","author":"JJ Cummings","year":"2015","unstructured":"Cummings, J.J., Bailenson, J.N.: How immersive is enough? a meta-analysis of the effect of immersive technology on user presence. Media Psychol. (ahead-of-print) 19, 1\u201338 (2015)","journal-title":"Media Psychol. (ahead-of-print)"},{"key":"15_CR18","doi-asserted-by":"crossref","unstructured":"van Dijk, J., van der Lugt, R., Hummels, C.: Beyond distributed representation: embodied cognition design supporting socio-sensorimotor couplings. In: Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, pp. 181\u2013188. ACM (2014)","DOI":"10.1145\/2540930.2540934"},{"key":"15_CR19","volume-title":"Where the Action Is: The Foundations of Embodied Interaction","author":"P Dourish","year":"2004","unstructured":"Dourish, P.: Where the Action Is: The Foundations of Embodied Interaction. MIT press, Cambridge (2004)"},{"key":"15_CR20","doi-asserted-by":"crossref","unstructured":"Downs, J., Vetere, F., Howard, S., Loughnan, S., Smith, W.: Audience experience in social videogaming: effects of turn expectation and game physicality. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, pp. 3473\u20133482. ACM (2014)","DOI":"10.1145\/2556288.2556965"},{"issue":"3","key":"15_CR21","doi-asserted-by":"crossref","first-page":"14","DOI":"10.4018\/jgcms.2009070102","volume":"1","author":"BJ Gajadhar","year":"2009","unstructured":"Gajadhar, B.J., De Kort, Y., IJsselsteijn, W.A.: Rules of engagement: influence of co-player presence on player involvement in digital games. Int. J. Gaming Computer-Mediated Simul. (IJGCMS) 1(3), 14\u201327 (2009)","journal-title":"Int. J. Gaming Computer-Mediated Simul. (IJGCMS)"},{"key":"15_CR22","unstructured":"Gerling, K., Livingston, I., Nacke, L., Mandryk, R.: Full-body motion-based game interaction for older adults. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2012, New York, NY, USA, pp. 1873\u20131882. ACM (2012). http:\/\/doi.acm.org\/10.1145\/2207676.2208324"},{"issue":"6","key":"15_CR23","doi-asserted-by":"crossref","first-page":"516","DOI":"10.1111\/1467-9280.00395","volume":"12","author":"S Goldin-Meadow","year":"2001","unstructured":"Goldin-Meadow, S., Nusbaum, H., Kelly, S.D., Wagner, S.: Explaining math: gesturing lightens the load. Psychol. Sci. 12(6), 516\u2013522 (2001)","journal-title":"Psychol. Sci."},{"key":"15_CR24","doi-asserted-by":"crossref","unstructured":"He, G.F., Park, J.W., Kang, S.K., Jung, S.T.: Development of gesture recognition-based serious games. In: 2012 IEEE-EMBS International Conference on Biomedical and Health Informatics (BHI), pp. 922\u2013925. IEEE (2012)","DOI":"10.1109\/BHI.2012.6211738"},{"key":"15_CR25","doi-asserted-by":"crossref","first-page":"26","DOI":"10.1145\/2770888","volume":"22","author":"K H\u00f6\u00f6k","year":"2015","unstructured":"H\u00f6\u00f6k, K., St\u00e5hl, A., Jonsson, M., Mercurio, J., Karlsson, A., Banka Johnson, E.C.: Somaethetic design. Interactions 22, 26\u201333 (2015). http:\/\/dx.doi.org\/10.1145\/2770888","journal-title":"Interactions"},{"key":"15_CR26","doi-asserted-by":"crossref","unstructured":"Hornecker, E., Buur, J.: Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 437\u2013446. ACM (2006)","DOI":"10.1145\/1124772.1124838"},{"key":"15_CR27","doi-asserted-by":"crossref","unstructured":"Ishii, H., Ullmer, B.: Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 234\u2013241. ACM (1997)","DOI":"10.1145\/258549.258715"},{"key":"15_CR28","doi-asserted-by":"crossref","unstructured":"Istance, H., Vickers, S., Hyrskykari, A.: Gaze-based interaction with massively multiplayer on-line games. In: CHI 2009 Extended Abstracts on Human Factors in Computing Systems, pp. 4381\u20134386. ACM (2009)","DOI":"10.1145\/1520340.1520670"},{"key":"15_CR29","doi-asserted-by":"crossref","unstructured":"Jack, D., Boian, R., Merians, A., Adamovich, S.V., Tremaine, M., Recce, M., Burdea, G.C., Poizner, H.: A virtual reality-based exercise program for stroke rehabilitation. In: Proceedings of the Fourth International ACM Conference on Assistive Technologies, pp. 56\u201363. ACM (2000)","DOI":"10.1145\/354324.354340"},{"key":"15_CR30","volume-title":"The Body in the Mind: The Bodily Basis of Meaning, Imagination, and Reason","author":"M Johnson","year":"2013","unstructured":"Johnson, M.: The Body in the Mind: The Bodily Basis of Meaning, Imagination, and Reason. University of Chicago Press, Chicago (2013)"},{"key":"15_CR31","doi-asserted-by":"crossref","unstructured":"Jord\u00e0, S., Kaltenbrunner, M., Geiger, G., Alonso, M.: The reactable: a tangible tabletop musical instrument and collaborative workbench. In: ACM SIGGRAPH 2006 Sketches, SIGGRAPH 2006, New York, NY, USA. ACM (2006). http:\/\/doi.acm.org\/10.1145\/1179849.1179963","DOI":"10.1145\/1179849.1179963"},{"key":"15_CR32","series-title":"Lecture Notes in Computer Science (Lecture Notes in Artificial Intelligence)","doi-asserted-by":"publisher","first-page":"191","DOI":"10.1007\/978-3-540-85483-8_19","volume-title":"Intelligent Virtual Agents","author":"M Kipp","year":"2008","unstructured":"Kipp, M., Gebhard, P.: IGaze: studying reactive gaze behavior in semi-immersive human-avatar interactions. In: Prendinger, H., Lester, J., Ishizuka, M. (eds.) IVA 2008. LNCS (LNAI), vol. 5208, pp. 191\u2013199. Springer, Heidelberg (2008). doi: 10.1007\/978-3-540-85483-8_19"},{"key":"15_CR33","doi-asserted-by":"crossref","unstructured":"Kjeldsen, R., Hartman, J.: Design issues for vision-based computer interaction systems. In: Proceedings of the 2001 Workshop on Perceptive User Interfaces, pp. 1\u20138. ACM (2001)","DOI":"10.1145\/971478.971511"},{"key":"15_CR34","doi-asserted-by":"crossref","unstructured":"Klemmer, S.R., Hartmann, B., Takayama, L.: How bodies matter: five themes for interaction design. In: Proceedings of the 6th Conference on Designing Interactive Systems, pp. 140\u2013149. ACM (2006)","DOI":"10.1145\/1142405.1142429"},{"key":"15_CR35","doi-asserted-by":"crossref","unstructured":"Lankes, M., Mirlacher, T., Wagner, S., Hochleitner, W.: Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games. In: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, pp. 171\u2013179. ACM (2014)","DOI":"10.1145\/2658537.2658698"},{"issue":"4","key":"15_CR36","doi-asserted-by":"crossref","first-page":"248","DOI":"10.1089\/cyber.2013.0358","volume":"17","author":"JER Lee","year":"2014","unstructured":"Lee, J.E.R., Nass, C.I., Bailenson, J.N.: Does the mask govern the mind?: effects of arbitrary gender representation on quantitative task performance in avatar-represented virtual groups. Cyberpsychology Behav. Soc. Netw. 17(4), 248\u2013254 (2014)","journal-title":"Cyberpsychology Behav. Soc. Netw."},{"key":"15_CR37","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"182","DOI":"10.1007\/978-3-540-88322-7_18","volume-title":"Fun and Games","author":"Y Li","year":"2008","unstructured":"Li, Y., Fontijn, W., Markopoulos, P.: A tangible tabletop game supporting therapy of children with cerebral palsy. In: Markopoulos, P., Ruyter, B., IJsselsteijn, W., Rowland, D. (eds.) Fun and Games 2008. LNCS, pp. 182\u2013193. Springer, Heidelberg (2008). doi: 10.1007\/978-3-540-88322-7_18"},{"key":"15_CR38","unstructured":"Malinverni, L., Burgu\u00e8s, N.P.: The medium matters: the impact of full-body interaction on the socio-affective aspects of collaboration. In: Proceedings of the 14th International Conference on Interaction Design and Children, IDC 2015, New York, NY, USA, pp. 89\u201398. ACM (2015). http:\/\/doi.acm.org\/10.1145\/2771839.2771849"},{"key":"15_CR39","unstructured":"Maurer, B., Aslan, I., Wuchse, M., Neureiter, K., Tscheligi, M.: Gaze-based onlooker integration: exploring the in-between of active player and passive spectator in co-located gaming. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015, NewYork, NY, USA, pp. 163\u2013173. ACM (2015). http:\/\/doi.acm.org\/10.1145\/2793107.2793126"},{"key":"15_CR40","doi-asserted-by":"crossref","unstructured":"Maurer, B., Bergner, F., Kober, P., Baumgartner, R.: Improving rehabilitation process after total knee replacement surgery through visual feedback and enhanced communication in a serious game. In: Proceedings of the 30th ACM International Conference on Design of Communication, pp. 355\u2013356. ACM (2012)","DOI":"10.1145\/2379057.2379124"},{"key":"15_CR41","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"199","DOI":"10.1007\/978-3-319-31510-2_17","volume-title":"Persuasive Technology","author":"B Maurer","year":"2016","unstructured":"Maurer, B., G\u00e4rtner, M., Wuchse, M., Meschtscherjakov, A., Tscheligi, M.: Utilizing a digital game as a mediatory artifact for social persuasion to prevent speeding. In: Meschtscherjakov, A., Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, pp. 199\u2013210. Springer, Heidelberg (2016). doi: 10.1007\/978-3-319-31510-2_17"},{"key":"15_CR42","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"15","DOI":"10.1007\/978-3-642-40790-1_2","volume-title":"Serious Games Development and Applications","author":"S McCallum","year":"2013","unstructured":"McCallum, S., Boletsis, C.: Dementia games: a literature review of dementia-related serious games. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds.) SGDA 2013. LNCS, vol. 8101, pp. 15\u201327. Springer, Heidelberg (2013). doi: 10.1007\/978-3-642-40790-1_2"},{"key":"15_CR43","doi-asserted-by":"crossref","first-page":"219","DOI":"10.1007\/978-3-658-02897-8_17","volume-title":"Games for Health","author":"S McCallum","year":"2013","unstructured":"McCallum, S., Boletsis, C.: A taxonomy of serious games for dementia. In: Schouten, B., Fedtke, S., Bekker, T., Schijven, M., Gekker, A. (eds.) Games for Health, pp. 219\u2013232. Springer Fachmedien Wiesbaden, Wiesbaden (2013)"},{"key":"15_CR44","unstructured":"Morawe, V., Reiff, T.: PainStation. Ars Electronica (2002)"},{"key":"15_CR45","unstructured":"Mizobata, R., Silpasuwanchai, C., Ren, X.: Only for casual players?: investigating player differences in full-body game interaction. In: Proceedings of the Second International Symposium of Chinese CHI, Chinese CHI 2014, New York, NY, USA, pp. 57\u201365. ACM (2014). http:\/\/doi.acm.org\/10.1145\/2592235.2592244"},{"key":"15_CR46","doi-asserted-by":"crossref","unstructured":"Mueller, F., Isbister, K., Mueller, F., Isbister, K.: Movement-based game guidelines. ACM, New York (2014)","DOI":"10.1145\/2556288.2557163"},{"key":"15_CR47","unstructured":"Nacke, L.E., Stellmach, S., Sasse, D., Lindley, C.A.: Gameplay experience in a gaze interaction game. In: Proceedings of 5th Conference on Communication by Gaze Interaction - COGAIN 2009, pp. 49\u201354. The COGAIN Association (2009)"},{"issue":"1","key":"15_CR48","doi-asserted-by":"crossref","first-page":"153","DOI":"10.1111\/j.1083-6101.2006.tb00308.x","volume":"11","author":"KL Nowak","year":"2005","unstructured":"Nowak, K.L., Rauh, C.: The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. J. Computer-Mediated Commun. 11(1), 153\u2013178 (2005)","journal-title":"J. Computer-Mediated Commun."},{"key":"15_CR49","unstructured":"Peitz, J., Eriksson, D., Bj\u00f6rk, S.: Augmented board games: enhancing board games with electronics. In: Proceedings of DiGRA 2005 Conference: Changing Views-Worlds in Play (2005)"},{"key":"15_CR50","doi-asserted-by":"crossref","DOI":"10.7551\/mitpress\/3585.001.0001","volume-title":"How the Body Shapes the Way We Think: A New View of Intelligence","author":"R Pfeifer","year":"2006","unstructured":"Pfeifer, R., Bongard, J.: How the Body Shapes the Way We Think: A New View of Intelligence. MIT press, Cambridge (2006)"},{"issue":"10","key":"15_CR51","doi-asserted-by":"crossref","first-page":"e0140158","DOI":"10.1371\/journal.pone.0140158","volume":"10","author":"CK Purvis","year":"2015","unstructured":"Purvis, C.K., Jones, M., Bailey, J.O., Bailenson, J., Taylor, C.B.: Developing a novel measure of body satisfaction using virtual reality. PloS one 10(10), e0140158 (2015)","journal-title":"PloS one"},{"key":"15_CR52","unstructured":"Sch\u00f6nauer, C., Pintaric, T., Kaufmann, H.: Full body interaction for serious games in motor rehabilitation. In: Proceedings of the 2nd Augmented Human International Conference, AH 2011, pp. 4:1\u20134:8, New York, NY, USA. ACM (2011). http:\/\/doi.acm.org\/10.1145\/1959826.1959830"},{"key":"15_CR53","unstructured":"Schwarz, J., Marais, C.C., Leyvand, T., Hudson, S.E., Mankoff, J.: Combining body pose, gaze, and gesture to determine intention to interact in vision-based interfaces. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, CHI 2014, New York, NY, USA, pp. 3443\u20133452. ACM (2014). http:\/\/doi.acm.org\/10.1145\/2556288.2556989"},{"key":"15_CR54","doi-asserted-by":"crossref","DOI":"10.1017\/CBO9780511802829","volume-title":"Body consciousness: a philosophy of mindfulness and somaesthetics","author":"R Shusterman","year":"2008","unstructured":"Shusterman, R.: Body consciousness: a philosophy of mindfulness and somaesthetics. Cambridge University Press, Cambridge (2008)"},{"issue":"3","key":"15_CR55","first-page":"128","volume":"9","author":"B Sj\u00f6blom","year":"2008","unstructured":"Sj\u00f6blom, B.: Gaming as a situated collaborative practice. Human IT 9(3), 128\u2013165 (2008)","journal-title":"Human IT"},{"key":"15_CR56","doi-asserted-by":"crossref","unstructured":"Steptoe, W., Wolff, R., Murgia, A., Guimaraes, E., Rae, J., Sharkey, P., Roberts, D., Steed, A.: Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments. In: Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, pp. 197\u2013200. ACM (2008)","DOI":"10.1145\/1460563.1460593"},{"issue":"3","key":"15_CR57","doi-asserted-by":"crossref","first-page":"295","DOI":"10.1007\/s11042-007-0190-z","volume":"38","author":"A Valli","year":"2008","unstructured":"Valli, A.: The design of natural interaction. Multimedia Tools Appl. 38(3), 295\u2013305 (2008)","journal-title":"Multimedia Tools Appl."},{"key":"15_CR58","doi-asserted-by":"crossref","unstructured":"Vickers, S., Istance, H., Hyrskykari, A., Ali, N., Bates, R.: Keeping an eye on the game: eye gaze interaction with massively multiplayer online games and virtual communities for motor impaired users (2008)","DOI":"10.1145\/1520340.1520670"},{"key":"15_CR59","doi-asserted-by":"crossref","unstructured":"Weiser, M., Brown, J.S.: The coming age of calm technology. In: Beyond Calculation, pp. 75\u201385. Springer (1997)","DOI":"10.1007\/978-1-4612-0685-9_6"},{"key":"15_CR60","doi-asserted-by":"crossref","first-page":"1644","DOI":"10.1111\/pme.12755","volume":"16","author":"AS Won","year":"2015","unstructured":"Won, A.S., Tataru, C.A., Cojocaru, C.M., Krane, E.J., Bailenson, J.N., Niswonger, S., Golianu, B.: Two virtual reality pilot studies for the treatment of pediatric crps. Pain Med. 16, 1644\u20131647 (2015)","journal-title":"Pain Med."},{"issue":"3","key":"15_CR61","doi-asserted-by":"crossref","first-page":"271","DOI":"10.1111\/j.1468-2958.2007.00299.x","volume":"33","author":"N Yee","year":"2007","unstructured":"Yee, N., Bailenson, J.: The proteus effect: the effect of transformed self-representation on behavior. Hum. Commun. Res. 33(3), 271\u2013290 (2007). http:\/\/dx.doi.org\/10.1111\/j.1468-2958.2007.00299.x","journal-title":"Hum. Commun. Res."},{"key":"15_CR62","unstructured":"Yin, Y., Davis, R.: Toward natural interaction in the real world: real-time gesture recognition. In: International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction, ICMI-MLMI 2010, New York, NY, USA, pp. 15:1\u201315:8. ACM (2010). http:\/\/doi.acm.org\/10.1145\/1891903.1891924"},{"key":"15_CR63","doi-asserted-by":"crossref","unstructured":"Zain, N.H.B.M., Jaafar, A.: Integrating digital games based learning environments with eye gaze-based interaction. In: 2011 International Conference on Pattern Analysis and Intelligent Robotics (ICPAIR), vol. 2, pp. 222\u2013227. IEEE (2011)","DOI":"10.1109\/ICPAIR.2011.5976930"},{"key":"15_CR64","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"crossref","first-page":"127","DOI":"10.1007\/978-3-319-03176-7_17","volume-title":"Ubiquitous Computing and Ambient Intelligence. Context-Awareness and Context-Driven Interaction","author":"R Zalapa","year":"2013","unstructured":"Zalapa, R., Tentori, M.: Movement-based and tangible interactions to offer body awareness to children with autism. In: Urzaiz, G., Ochoa, S.F., Bravo, J., Chen, L.L., Oliveira, J. (eds.) UCAmI 2013. LNCS, vol. 8276, pp. 127\u2013134. Springer, Heidelberg (2013)"},{"key":"15_CR65","unstructured":"Zhang, H., Fricker, D., Smith, T.G., Yu, C.: Real-time adaptive behaviors in multimodal human-avatar interactions. In: International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction, ICMI-MLMI 2010, New York, NY, USA, pp. 4:1\u20134:8. ACM (2010). http:\/\/doi.acm.org\/10.1145\/1891903.1891909"}],"container-title":["Lecture Notes in Computer Science","Entertainment Computing and Serious Games"],"original-title":[],"link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-46152-6_15","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,11]],"date-time":"2025-06-11T00:01:16Z","timestamp":1749600076000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-46152-6_15"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2016]]},"ISBN":["9783319461519","9783319461526"],"references-count":65,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-46152-6_15","relation":{},"ISSN":["0302-9743","1611-3349"],"issn-type":[{"type":"print","value":"0302-9743"},{"type":"electronic","value":"1611-3349"}],"subject":[],"published":{"date-parts":[[2016]]}}}