by 5 students coming from design and 5 from computer science backgrounds, respecAvely. • All players found the system to be “fun” and “very interesAng”. The system was able to engage users to explore for an enough span of Ame to report their accounts.
arAfact as outcome that can transfer the world from visual feedback as a major output of networked social interacAon to a preferred future where all sensory outputs can become signiﬁcant feedback. • From our empirical user study, we have found that users concerned how many friends they can interact with through the system.
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