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Your search keyword '"Ubiquitous and mobile computing design and evaluation"' showing total 10 results

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1. Developing hand-worn input and haptic support for real-world target finding.

2. Children's Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces.

3. Mobile Mindfulness and User's Worry: A Qualitative Study of Using a Smartphone App for Distancing from Negative Thoughts.

4. Disruption as a Research Method for Studying Technology Use in Homes.

5. Developing hand-worn input and haptic support for real-world target finding

6. Children s Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces

7. Children s Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces

9. Mobile mindfulness and user's worry: A qualitative study of using a smartphone app for distancing from negative thoughts

10. Disruption as a Research Method for Studying Technology Use in Homes

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