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8. The Role of Affordance in Cyber-Physical Systems for Behavioral Change

13. Interacting with a Social Web of Smart Objects for Enhancing Tourist Experiences.

18. Interacting with social networks of intelligent things and people in the world of gastronomy.

22. WantEat: interacting with social networks of smart objects for sharing and promoting cultural heritage.

27. WantEat: interacting with social networks of smart objects for sharing cultural heritage and supporting sustainability.

28. Wheeling around with Wanteat: exploring mixed social networks in the gastronomy domain.

33. Interacting with a Social Web of Smart Objects for Enhancing Tourist Experiences

37. Designing a personal informatics system for users without experience in self-tracking: a case study

38. Using game mechanics for field evaluation of prototype social applications: a novel methodology

39. Editorial of the Special Issue on Quantified Self and Personal Informatics

40. Envisioning the future of personalization through personal informatics: A user study

45. Engaging users in self-reporting their data: A tangible interface for quantified self

47. Visualization of Human Behavior Data: The Quantified Self

50. Interacting with a Social Web of Smart Objects for Enhancing Tourist Experiences

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