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52. AR Mini-Games for Supermarkets

53. Beyond HCI and CSCW: Challenges and Useful Practices Towards a Human-Centred Vision of AI and IA

55. Finding and analysing energy research funding data: The EnArgus system

56. Smartglasses in the Sterile Supply Process

57. Tango vs. HoloLens: A Comparison of Collaborative Indoor AR Visualisations Using Hand-Held and Hands-Free Devices

58. Fallbeispiele für VR/AR

60. Introduction to this Special Issue on Smart Glasses

61. Move, Interact, Learn, Eat – A Toolbox for Educational Location-Based Games

62. [POSTER] ORBFusion: Real-Time and Accurate Dense SLAM at Large Scale

63. Mobiles, ortsbezogenes Lernen in der Ernährungs- und Verbraucherbildung

64. Mobile cross-media visualisations made from building information modelling data

65. Playing on AREEF

66. Pervasive Games

67. The Smartphone Project

69. Natural Europe educational games suite

70. TOTEM.Scout: A mobile tool for in-situ creation of location-based content

71. AREEF Multi-player Underwater Augmented Reality experience

72. Interaktionen in Virtuellen Welten

73. Proposal for the 4th Workshop on Mobile Gaming, Mobile Life – Interweaving the Virtual and the Real

74. The final TimeWarp

75. Tidy city

76. Lessons from Touring a Location-Based Experience

78. Designing Mobile Augmented Reality Games

79. Art and technology for health

80. Fighting with jelly

82. Implementing MR-based Interaction Techniques for Manipulating 2D Visualizations in 3D Information Space

83. 3D-registered interaction-surfaces in augmented reality space

84. Ubikequitous computing: Designing interactive experiences for cyclists

85. Current Practices, Challenges, and Design Implications for Collaborative AR/VR Application Development

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