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1. Relevance and Creativity—A Linear Model

2. Sheltered silence: the subjectivity of hiding in Amsterdam during World War II.

3. Memory and materiality: The becoming of biographic objects after war and forced displacement.

4. The social semiotics of Switzerland's far right: how campaign posters by the Swiss National Party communicate across different domains.

5. How dating apps fail sexual minorities: Hyperpersonal failure as a framework for understanding challenges in developing long-term relationships.

6. How does it feel? Space and text as affective affordances in the multimodal museum.

7. Grasping the Situation: analyzing how situational dynamics shape agency.

8. Signifiers for conveying and exploiting affordances: from human-computer interaction to multi-agent systems.

9. PATIENTS AS EXPERTS, PARTICIPATORY SENSE-MAKING, AND RELATIONAL AUTONOMY.

10. Discovering the Juxtaposed Affordances in Digitally Transformed Live Streaming E-commerce: a Mixed-Methods Study from a Vicarious Learning Perspective.

11. ‘Watch the closing doors’- material interpellation, mobility affordance, and passenger sensations.

12. What modes can and cannot do: Affordance in Gunther Kress's theory of sign making.

13. Productive Pluralism: The Coming of Age of Ecological Psychology.

14. Goalkeepers benefit from using deceptive actions in the soccer penalty kick.

15. WhatsApp Government: On Technology, Legitimacy, and the Performance of Roles.

16. Relevance and creativity – a linear model.

17. 'They Know What It's Like': Exploring Facebook Groups for Digital Coping.

18. 基于计算机视觉的 Affordance 理解研究综述.

19. An all-purpose framework for affordances. Reconciling the behavioral and the neuroscientific stories.

20. A paradigm shift in the fences of a new play affordance city

21. Bridging in-class and out-of-class learning experiences: a study of learners of Chinese and Japanese in Australia.

22. How Do Students Respond to the Intended Affordance of Augmented Reality Dinosaur Exhibits in a Science Museum?

23. Staging fear: exploring how a dark fun factory is co-performed.

24. Assessing User Experiences in Virtual Reality Learning Environments.

25. Accessible Guide for People With Intellectual Disabilities in a Fitness Environment: A Delphi Study.

26. Interplay between Platform Providers and Complementors via Affordance, Autonomy, and Super-Modularity: The Empirical Investigation of the Korean Digital Industry

27. Visual sensitivity at the service of action control in posterior parietal cortex.

28. Material use for EFL teacher learning in classroom ecology: a perturbation or affordance?

29. Interplay between Platform Providers and Complementors via Affordance, Autonomy, and Super-Modularity: The Empirical Investigation of the Korean Digital Industry.

30. Valorizing Behavioral Research in Improvement of the Built Environment.

31. Designing for possibility in public space: affordance, assemblage, and ANT.

32. Affording imagination.

33. Traffic transfer between social media and E-commerce platform: the role of social media affordances.

34. Exploring the affordances of WeChat for Chinese cultural knowledge learning among learners of Chinese in an international exchange program.

35. The Complexity of Head Movement is Correlated with Learning about Affordances for Walking.

36. Stop affordance task: a measure of the motor interference effect.

37. Enhancing equity in South Korean EMI higher education through translanguaging.

38. A design approach for building a digital platform to augment human abilities based on a more-than-human perspective.

39. Affordances of Fantasy.

40. Dating in captivity: creativity, digital affordance, and the organization of interaction in online dating during quarantine.

41. Grasping affordance judgments depend on the object emotional value.

42. Freedom comes at a cost?: An exploratory study on affordances' impact on users' perception of a social robot.

43. Grasping the Situation: analyzing how situational dynamics shape agency

44. Sémiotique des portes et issues de secours de l’avion : factitivité, scènes-prédicatives et multimodalité

47. Interpassivity instead of interactivity? The uses and gratifications of automated features.

48. The form-affordance-function (FAF) triangle of design.

49. The impact of social network embeddedness on mobile massively multiplayer online games play.

50. How tick list sustainability distracts from actual sustainable action: the UN 2030 Agenda for Sustainable Development.

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