Clément Pillias, Raphaël Robert-Bouchard, Guillaume Levieux. Designing tangible video games: lessons learned from the sifteo cubes. In Matt Jones, Philippe A. Palanque, Albrecht Schmidt, Tovi Grossman, editors, CHI Conference on Human Factors in Computing Systems, CHI'14, Toronto, ON, Canada - April 26 - May 01, 2014. pages 3163-3166, ACM, 2014. [doi]
@inproceedings{PilliasRL14, title = {Designing tangible video games: lessons learned from the sifteo cubes}, author = {Clément Pillias and Raphaël Robert-Bouchard and Guillaume Levieux}, year = {2014}, doi = {10.1145/2556288.2556991}, url = {http://doi.acm.org/10.1145/2556288.2556991}, researchr = {https://researchr.org/publication/PilliasRL14}, cites = {0}, citedby = {0}, pages = {3163-3166}, booktitle = {CHI Conference on Human Factors in Computing Systems, CHI'14, Toronto, ON, Canada - April 26 - May 01, 2014}, editor = {Matt Jones and Philippe A. Palanque and Albrecht Schmidt and Tovi Grossman}, publisher = {ACM}, isbn = {978-1-4503-2473-1}, }