Publications
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Virtual Visits, Real Emotions : Designing Social VR Experiences for Imprisoned Fathers and their ChildrenIn: CHI'25: Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems / CHI'25 (2025 CHI Conference on Human Factors in Computing Systems), 26. April - 1. Mai 2025, Yokohama / Yamashita, Naomi; Evers, Vanessa; ACM (Association for Computing Machinery) (Eds.). New York: ACM, 2025, 1080DOI (Open Access)
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Math Valley : On Designing an Embodied VR Learning Application for Primary School StudentsIn: Entertainment Computing: ICEC 2025 / 24th IFIP TC 14 International Conference, August 27–30, 2025, Tokyo, Japan / Sugimoto, Maki; Di Iorio, Angelo; Figueroa, Pablo; Yamanishi, Ryosuke; Matsumura, Kohei (Eds.). Berlin: Springer, 2025, pp. 107 – 122
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200 VR-Sessions with Children : Practical Challenges and Educational Insights Into Conducting a Longitudinal VR-Study in Primary SchoolIn: Entertainment Computing: ICEC 2025 / 24th IFIP TC 14 International Conference, August 27–30, 2025, Tokyo, Japan / Sugimoto, Maki; Di Iorio, Angelo; Figueroa, Pablo; Yamanishi, Ryosuke; Matsumura, Kohei (Eds.). Berlin: Springer, 2025, pp. 123 – 137
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Emotionale virtuelle Charaktere für die Lehre in der Kinder- und JugendpsychiatrieIn: Zeitschrift für Kinder- und Jugendpsychiatrie und Psychotherapie, Vol. 53, 2025, Nr. 1, pp. 45 – 48
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Cooperative Virtual Reality Gaming for Anxiety and Pain Reduction in Pediatric Patients and Their Caregivers During Painful Medical Procedures : Protocol for a Randomized Controlled TrialIn: JMIR Research Protocols, Vol. 14, 2025, e63098DOI (Open Access)
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Virtual Proximity, Real Anxiety : How Co-located VR Gameplay Increases Mutual Player Distance and Fear of CollidingIn: FDG '25: Proceedings of the 20th International Conference on the Foundations of Digital Games / International Conference on the Foundations of Digital Games (FDG ’25); April 15–18, 2025; Graz, Austria / Pirker, Johanna; Kayali, Fares (Eds.). New York: Association for Computing Machinery (ACM), 2025, 12DOI (Open Access)
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The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror GamesIn: Proceedings of the 19th International Conference on the Foundations of Digital Games (FDG 2024) / 19th International Conference on the Foundations of Digital Games (FDG 2024): 21 - 24 May 2024; Worcester, USA / Smith, Gillian; Whitehead, Jim; Samuel, Ben; Spiel, Katta; van Rozen, Riemer (Eds.). New York: Association for Computing Machinery (ACM), 2024, 5
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Validation of a German Version of the Collision Anxiety QuestionnaireIn: Proceedings of Mensch und Computer 2024 (MuC 2024) / Mensch und Computer 2024 (MuC 2024): 1 - 4 September 2024; Karlsruhe, Germany / Maedche, Alexander; Beigl, Michael; Gerling, Kathrin; Mayer, Sven (Eds.). New York: Association for Computing Machinery (ACM), 2024, pp. 370 – 374
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Towards believable and educational conversations with virtual patientsIn: Frontiers in Virtual Reality, Vol. 5, 2024, 1377210DOI, Online Full Text (Open Access)
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Development and Validation of the Collision Anxiety Qestionnaire for VR ApplicationsIn: Proceedings of the CHI Conference on Human Factors in Computing Systems / CHI '24: CHI Conference on Human Factors in Computing Systems, Honolulu, HI, USA, May 11 - 16, 2024. New York: Association for Computing Machinery, 2024, 605
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Depressed Virtual Agents : Development of a Playful VR Application for the Training of Child and Adolescent Psychiatry StudentsIn: Proceedings of the 23rd ACM International Conference on Intelligent Virtual Agents / IVA '23: ACM International Conference on Intelligent Virtual Agents, September 19 - 22, 2023, Würzburg, Germany / Association for Computing Machinery (Eds.). New York: Association for Computing Machinery, Inc, 2023, 35
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MATS - An ADHD-Specific Mental Health App : Evidence-Based Recommendations for Designing Assistive Applications for ADHD FamiliesIn: 2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH) / 11th International Conference on Serious Games and Applications for Health (SeGAH), 28-30 Aug. 2023, Athens, Greece. Piscataway: Institute of Electrical and Electronics Engineers, 2023
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Exploring the Influence of Collision Anxiety on Player Experience in XR GamesIn: Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023 ; Bologna, Italy, November 15–17, 2023 ; Proceedings / 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, November 15–17, 2023, Bologna, Italy / Ciancarini, Paolo; Di Iorio, Angelo; Hlavacs, Helmut; Poggi, Francesco (Eds.). Berlin: Springer Nature Singapore, 2023, pp. 203 – 216
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Emotional Virtual Characters for Improving Motivation and Performance in VR ExergamesIn: Proceedings of the ACM on Human-Computer Interaction, Vol. 7, 2023, Nr. CHI PLAY, 3611063
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Measuring Collision Anxiety in XR ExergamesIn: 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops: VRW 2023 ; 25-29 March 2023, Shanghai, China : Proceedings / 30th IEEE Conference on Virtual Reality and 3D User Interfaces ; Online, 2023, Schanghai, China); Institute of Electrical and Electronics Engineers. Piscataway: Institute of Electrical and Electronics Engineers, 2023, pp. 627 – 628
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VR Almost There : Simulating Co-located Multiplayer Experiences in Social Virtual RealityIn: CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems / 2023 CHI Conference on Human Factors in Computing Systems ; CHI '23 ; April 23 - 28, 2023, Hamburg, Germany / Schmidt, Albrecht; Väänänen, Kaisa; Goyal, Tesh; Kristensson, Per Ola; Peters, Anicia; Mueller, Stefanie; Williamson, Julie R.; Wilson, Max L. (Eds.). New York: Association for Computing Machinery, 2023, 789
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Something Personal from the Metaverse : Goals, Topics, and Contextual Factors of Self-Disclosure in Commercial Social VRIn: CHI '22: CHI Conference on Human Factors in Computing Systems: Proceedings / CHI Conference on Human Factors in Computing Systems ; 29 April - 5 May 2022, New Orleans, La., USA / Barbosa, Simone; Lampe, Cliff; Appert, Caroline; Shamma, David A.; Drucker, Steven; Williamson, Julie; Yatani, Koji (Eds.). New York: Association for Computing Machinery, 2022, 632DOI (Open Access)
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Development and Validation of a German Version of the Player Experience Inventory (PXI)In: Proceedings of Mensch und Computer 2022 (MuC '22) / MuC 2022: Mensch und Computer Conference: Facing Realities; 4 - 7 September 2022; Darmstadt / Mühlhäuser, Max (Eds.). New York: Association for Computing Machinery (ACM), 2022, pp. 265 – 275
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Emotional Support Companions in Virtual RealityIn: Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022 / Institute of Electrical and Electronics Engineers; Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022; Virtual, Online; 12 - 16 March 2022. Piscataway: IEEE, 2022, pp. 634 – 635
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Exergaming: The Impact of Virtual Reality on Cognitive Performance and Player ExperienceIn: IEEE Conference on Computatonal Intelligence and Games / CIG 2021; Copenhagen, Denmark; 17-20 August 2021. Piscataway: IEEE Computer Society, 2021
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Designing VR Games with Gaze Control for Directing Attention of Children with ADHDIn: IEEE Conference on Computatonal Intelligence and Games / CIG 2021; Copenhagen, Denmark; 17-20 August 2021. Piscataway: IEEE Computer Society, 2021
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Motivating Players to Perform an Optional Strenuous Activity in a Virtual Reality Exergame Using Virtual Performance AugmentationIn: Proceedings of the ACM on Human-Computer Interaction, Vol. 5, 2021, Nr. CHI PLAY, 225
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The most social platform ever? : A survey about activities motives of social VR usersIn: 2021 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021: Proceedings / 28th IEEE Conference on Virtual Reality and 3D User Interfaces: VR 2021, 27.03.-03.04.2021, Virtual. New York: Institute of Electrical and Electronics Engineers, 2021, pp. 546 – 554
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A Universe Inside the MRI Scanner : An In-Bore Virtual Reality Game for Children to Reduce Anxiety and StressIn: Proceedings of the Annual Symposium on Computer-Human Interaction in Play / CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play Virtual Event, Canada November, 2020 / Mirza-Babaei, Pejman (Eds.). New York: Association for Computing Machinery, Inc, 2020, pp. 46 – 57
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Ghost Sweeper : Using a Heavy Passive Haptic Controller to Enhance a Room-Scale VR ExergameIn: IEEE Conference on Computatonal Intelligence and Games (CIG) / CoG 2020; Virtual, Osaka; Japan; 24 - 27 August 2020. Piscataway: IEEE Computer Society, 2020, pp. 221 – 228
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Like in the good old times, but virtual - A case for simulating co-located multiplayer games in VRIn: CHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play / 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020; Virtual, Online; Canada; 2 - 4 November 2020. New York: Association for Computing Machinery (ACM), 2020, pp. 379 – 383
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Playing in virtual nature : Improving mood of elderly people using VR technologyIn: MuC '20: Proceedings of the Conference on Mensch und Computer / Conference on Mensch und Computer (MuC 2020): 6 - 9 September 2020; Magdeburg, Virtual / Preim, Bernhard (Eds.). New York: Association for Computing Machinery (ACM), 2020, pp. 155 – 164
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Pengunaut trainer : A playful VR app to prepare children for MRI examinations - In-depth game design analysisIn: Proceedings of the Interaction Design and Children Conference / IDC 2020; London, United Kingdom; 21 - 24 June 2020. New York: Association for Computing Machinery (ACM), 2020, pp. 470 – 482DOI (Open Access)
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The Experience of Social Touch in Multi-User Virtual RealityIn: Proceedings of the 26th ACM Symposium on Virtual Reality Software and Technology / VRST 2020; Virtual, Online; Canada; 1 - 4 November 2020 / Spencer, S. N. (Eds.). New York: Association for Computing Machinery (ACM), 2020DOI (Open Access)
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Blending science and practice: A collaborative approach for evaluating the value of heart rate measurementIn: CHI PLAY ’19: extended abstracts of the Annual Symposium on Computer-Human Interaction in Play / CHI Play 2019 Barcelona / Arnedo, Joan; Nacke, Lennart E. (Eds.). New York, New York: Association for Computing Machinery, Inc, 2019, pp. 211 – 222
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Can you hear the player experienceƒ A pipeline for automated sentiment analysis of player speechIn: IEEE Conference on Computatonal Intelligence and Games / CoG 2019; London; United Kingdom; 20 - 23 August 2019. Washington: IEEE Computer Society, Vol. August, 2019
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Co-Located vs. remote gameplay : The role of physical co-presence in multiplayer room-scale VRIn: IEEE Conference on Computatonal Intelligence and Games / CoG 2019; London; United Kingdom; 20 - 23 August 2019. Washington: IEEE Computer Society, Vol. August, 2019
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Interactive immersive virtual environments cause relaxation and enhance resistance to acute stressIn: Annual Review of Cybertherapy and Telemedicine, Vol. 17, 2019, pp. 65 – 71Online Full Text (Open Access)
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Exergaming in VR : The impact of immersive embodiment on motivation, performance, and perceived exertionIn: Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications / VS-Games 2019; Vienna; Austria; 4 - 6 September 2019. Piscataway Township: IEEE, 2019, pp. 8864579
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The Relaxing Effect of Virtual Nature : Immersive Technology Provides Relief in Acute Stress SituationsIn: Annual Review of Cybertherapy and Telemedicine, Vol. 16, 2018, pp. 87 – 93Online Full Text (Open Access)
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Increasing presence in a mixed reality application by integrating a real time tracked full body representationIn: Advances in Computer Entertainment Technology: Proceedings / 14th International Conference, ACE 2017, London, UK, December 14-16, 2017 / Cheok, Adrian David; Inami, Masahiko; Romão, Teresa (Eds.). Berlin: Springer Verlag, 2018, pp. 46 – 60
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Exploring patterns of shared control in digital multiplayer gamesIn: Advances in Computer Entertainment Technology: Proceedings / 14th International Conference, ACE 2017, London, UK, December 14-16, 2017 / Cheok, Adrian David; Inami, Masahiko; Romão, Teresa (Eds.). Berlin: Springer Verlag, 2018, pp. 847 – 867
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I’m glad you are on my side : How to design compelling game companionsIn: CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play / 5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2018; Melbourne; Australia; 28 - 31 October 2018: Association for Computing Machinery, Inc, 2018, pp. 153 – 162
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GulliVR: A walking-oriented technique for navigation in virtual reality games based on virtual body resizingIn: CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play / 5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2018; Melbourne; Australia; 28 - 31 October 2018: Association for Computing Machinery, Inc, 2018, pp. 243 – 256
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Watch me play : Does social facilitation apply to digital games?In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems / CHI '18, Montreal QC, Canada, April 21 - 26, 2018. New York: ACM, 2018, pp. 100
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The impact of game patterns on player experience and social interaction in co-located multiplayer gamesIn: CHI PLAY 2017: Proceedings of the Annual Symposium on Computer-Human Interaction in Play / ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, October 15-18, 2017, Amsterdam, The Netherlands. New York: Association for Computing Machinery, Inc, 2017, pp. 411 – 422
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Masking distracting ambient sound in an adaptive VR-application to increase presenceIn: Entertainment computing – ICEC 2017: Proceedings / 16th IFIP TC 14 International Conference, Tsukuba City, Japan, September 18-21, 2017 / Munekata, Nagisa; Kunita, Itsuki; Hoshino, Junichi (Eds.). Berlin: Springer Verlag, 2017, pp. 226 – 232
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Hold me tight : a tangible interface for mediating closeness to overcome physical separation.In: Intelligent Technologies for Interactive Entertainment / 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28–30, 2016 / Poppe, Ronald; Meyer, John-Jules; Veltkamp, Remco; Dastani, Mehdi (Eds.): Springer, 2017, pp. 74 – 85
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The influence of social entities in virtual reality games on player experience and immersionIn: Proceedings of the 12th International Conference on the Foundations of Digital Games / FDG '17 - Foundations of digital games conference, 14.-17. August 2017, Cape Cod, Massachusetts. New York: ACM, 2017, pp. 35
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Virtual Reality MRI : Playful Reduction of Children's Anxiety in MRI ExamsIn: Proceedings of the 2017 Conference on Interaction Design and Children / IDC '17 - 16th Interaction Design and Children Conference, 27.-30. Juni 2017, Stanford, Califonia. New York: ACM, 2017
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Play- persona: A multifaceted conceptIn: Proceedings of the 20th International Academic Mindtrek Conference / AcademicMindtrek '16, 20th International Academic Mindtrek Conference, Tampere, Finland, October 17 - 18, 2016. New York: ACM, 2016, pp. 375 – 384
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Game metrics for evaluating social in-game behavior and interaction in multiplayer gamesIn: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology / ACE '16, Osaka, Japan, November 09 - 12, 2016 / Kuramoto, Itaru (Eds.). New York: ACM, 2016, pp. 20
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Success factors for applied game projects : an exploratory framework for practitionersIn: Entertainment Computing - ICEC 2016: Proceedings / 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016. Cham: Springer Verlag, Vol. 9926 LNCS, 2016, pp. 63 – 74
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Lost in Open Worlds : Design Patterns for Player Navigation in Virtual Reality GamesIn: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology / ACE2016. New York: ACM, 2016
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Digitale SpieleIn: Gesundheit spielend fördern: Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention / Dadaczynski, Kevin; Schiemann, Stephan; Paulus, Peter (Eds.). Weinheim: Beltz Juventa, 2016, pp. 158 – 173
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The influence of virtual agents on player experience and performanceIn: CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play / CHI PLAY '16, Annual Symposium on Computer-Human Interaction in Play, 16.-19. October 2016, Austin, Texas, USA. New York: ACM, 2016, pp. 10 – 21
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Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform GamesIn: Entertainment Computing - ICEC 2016: proceedings / 15th IFIP TC 14 International Conference ; Vienna, Austria, September 28-30, 2016 / Wallner, Günter; Kriglstein, Simone; Hlavacs, Helmut; Malaka, Rainer; Lugmayr, Artur; Yang, Hyun-Seung (Eds.). Cham: Springer, 2016, pp. 235 – 240DOI, Online Full Text (Open Access)
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Motivational design cards - A practical approach for game-based motivational design at the workplaceIn: Proceedings of the 19th International Academic Mindtrek Conference / AcademicMindTrek '15, Tampere, Finland — September 22 - 24, 2015 / Turunen, Markku (Eds.). New York: ACM, 2015, pp. 10 – 17
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Formalizing the potential of stereoscopic 3D user experience in interactive entertainmentIn: Stereoscopic displays and applications XXVI: proceedings / Stereoscopic displays and applications, 9 - 11 February 2015, San Francisco, California, United States / Holliman, Nicolas S.; Society for Imaging Science and Technology (Eds.). Bellingham, Wash.: SPIE, 2015, pp. 93911D
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Altering gameplay behavior using stereoscopic 3D vision-based video game designIn: CHI 2014, one of a CHInd: conference proceedings / 32nd Annual ACM Conference on Human Factors in Computing Systems, Toronto, Canada, April 26 - May 1, 2014. New York, NY: ACM, 2014, pp. 207 – 216
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Defining second screen gaming : Exploration of new design patternsIn: ACE 2014: Proceedings : 11th Advances in Computer Entertainment Technology Conference : Funchal, Madeira, Portugal, 11-14 November 2014 / ACE 2014 : proceedings : 11th Advances in Computer Entertainment Technology Conference : Funchal, Madeira, Portugal, 11-14 November 2014. New York: Association for Computing Machinery, 2014, Article number 2663855
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Creating Age-Specific Interactive Environments about Medical Treatments for Children and Adolescent Patients Diagnosed with CancerIn: Games for Training, Education, Health and Sports / 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014 / Göbel, Stefan; Wiemeyer, Josef (Eds.). Cham: Springer International Publishing, 2014, pp. 141 – 152
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Creating and analyzing stereoscopic 3D graphical user interfaces in digital gamesIn: CHI 2013: Changing Perspectives / 31st Annual CHI Conference on Human Factors in Computing Systems, conference proceedings, 27 April - 2 May 2013, Paris, France. New York: ACM Press, 2013, pp. 169 – 178
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Helping friends or fighting foes : the influence of collaboration and competition on player experienceIn: Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013) / 8th International Conference on the Foundations of Digital Games, FDG 2013, 14–17 May 2013, Chania, Crete, Greece / Society for the Advancement of the Science of Digital Games (Eds.), 2013, pp. 150 – 157
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Konzeption und Erstellung eines digitalen Lernspiels zur Anwendung in der zahnmedizinischen PräventionIn: Oralprophylaxe & Kinderzahnheilkunde, Vol. 35, 2013, Nr. 3, pp. 113 – 119
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2ⁿd Workshop on Game Development and Model-Driven Software DevelopmentIn: Entertainment Computing - ICEC 2012: Proceedings / Herrlich, Marc; Malaka, Rainer; Masuch, Maic; 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012. Berlin: Springer Berlin Heidelberg, 2012, pp. 500 – 503
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Game design for older adults : Effects of age-related changes on structural elements of digital gamesIn: Entertainment Computing - ICEC 2012: Proceedings / Herrlich, Marc; Malaka, Rainer; Masuch, Maic; 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012. Berlin: Springer Berlin Heidelberg, 2012, pp. 235 – 242
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Designing stereoscopic information visualization for 3D-TV : What can we can learn from S3D gaming?In: Stereoscopic displays and applications XXIII: 23 - 25 January 2012, Burlingame, California, United States ; proceedings ; [part of] IS&T/SPIE electronic imaging, science and technology / Stereoscopic Displays and Applications Conference; 23, 23 - 25 January 2012, Burlingame, California, United States / Woods, Andrew J. (Eds.). Berlin: SPIE, 2012, pp. 82882P
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Understanding user experience in stereoscopic 3D gamesIn: CHI 2012 : the 30th ACM Conference on Human Factors in Computing Systems: Conference Proceedings / CHI 2012, Austin, Texas, USA, May 5 - 10, 2012. New York: ACM Press, 2012, pp. 89 – 98
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YouDash3D: Exploring stereoscopic 3D gaming for 3D movie theatersIn: Stereoscopic displays and applications XXIII: 23 - 25 January 2012, Burlingame, California, United States ; proceedings ; [part of] IS&T/SPIE electronic imaging, science and technology / Stereoscopic Displays and Applications Conference ; 23, 23 - 25 January 2012, Burlingame, USA / Woods, Andrew J. (Eds.). Berlin: SPIE, 2012, pp. 828819
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Integrating stereoscopic video in 3D gamesIn: Entertainment Computing – ICEC 2011 / Anacleto, Junia; Fels, Sidney; Graham, Nicholas; Kapralos, Bill; Seif El-Nasr, Magy; Stanley, Kevin; 10th international conference on Entertainment Computing (ICEC), Vancouver, Canada, October 5 - 8, 2011. Berlin: Springer, 2011, pp. 124 – 135
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Fundamentals of stereoscopic 3D game designIn: Entertainment computing - ICEC 2011 / ICEC 2011.10.05-08 Vancouver / Anacleto, Junia; Fels, Sidney; Graham, Nicholas; Kapralos, Bill; Seif El-Nasr, Magy; Stanley, Kevin (Eds.). Berlin: Springer, 2011, pp. 155 – 160
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1st workshop on game development and model-driven software developmentIn: Entertainment computing - ICEC 2011 / 10th international conference, ICEC 2011, Vancouver, Canada, October 5 - 8, 2011 / Anacleto, Junia; Fels, Sidney; Graham, Nicholas; Kapralos, Bill; Seif El-Nasr, Magy; Stanley, Kevin (Eds.). Berlin: Springer, 2011, pp. 460 – 463
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Designing and evaluating casual health games for children and teenagers with cancerIn: Entertainment computing - ICEC 2011 / 10th international conference, ICEC 2011, Vancouver, Canada, October 5 - 8, 2011 / Anacleto, Junia; Fels, Sidney; Graham, Nicholas; Kapralos, Bill; Seif El-Nasr, Magy; Stanley, Kevin (Eds.). Berlin: Springer, 2011, pp. 198 – 209
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Multi-pass rendering of stereoscopic video on consumer graphics cardsIn: Symposium on interactive 3D graphics and games 2011 (I3D 2011): Proceedings / Garland, Michael; I3D '11, San Francisco, California, USA, 18 - 20 February, 2011. New York: ACM Press, 2011, pp. 209
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Designing and evaluating digital games for frail elderly personsIn: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology / ACE '11, Lisbon, Portugal, November 08 - 11, 2011. New York: ACM Press, 2011
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YouDash3D : Exploring depth-based game mechanics and stereoscopic video in S3D gamingIn: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology / ACE '11, Lisbon, Portugal, November 08 - 11, 2011. New York: ACM Press, 2011
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Entertainment Interfaces Track : PrefaceIn: Mensch & Computer 2011: überMEDIEN|ÜBERmorgen / Mensch und Computer 2011; 11. - 14. September 2011; Chemnitz / Eibl, Maximilian (Eds.). München: Oldenbourg Verlag, 2011, pp. 399(Open Access)
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How to integrate domain-specific languages into the game development processIn: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology / ACE '11, Lisbon, Portugal, November 08 - 11, 2011. New York: ACM Press, 2011
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Evaluating social games for kids and teenagers diagnosed with cancerIn: 2011 IEEE 1st International Conference on Serious Games and Applications for Health, SeGAH 2011 / SeGAH, 16 - 18 Nov. 2011, Braga, Portugal. Piscataway: IEEE, 2011
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Exergame design for elderly users : The case study of SilverBalanceIn: Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology - ACE '10 / 7th International Conference on Advances in Computer Entertainment Technology (ACE); 17 November 2010 through 19 November 2010; Taipei, Taiwan / Shen, Victor R. L. (Eds.): ACM Press, 2010, pp. 66 – 69DOI, Online Full Text (Open Access)
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PrefaceIn: Entertainment Interfaces 2010: Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010 / Entertainment Interfaces Track (EI 2010), 12-15 September 2010, Duisburg, Germany / Niesenhaus, Joerg; Rauterberg, Matthias; Masuch, Maic (Eds.). Aachen: RWTH Aachen, 2010Online Full Text (Open Access)
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Game design for ad-hoc multi-touch gameplay on large tabletop displaysIn: Proceedings of the International Academic Conference on the Future of Game Design and Technology / Kapralos, Bill; Futureplay '10, Vancouver, British Columbia, Canada, May 06 - 07, 2010. New York: ACM Press, 2010, pp. 90 – 97
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Serious Interface Design for Dental Health : WiiMote-based Tangible Interaction for School ChildrenIn: Entertainment Interfaces 2010: Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010 / Entertainment Interfaces Track (EI 2010), 12-15 September 2010, Duisburg, Germany / Niesenhaus, Jörg; Rauterberg, Matthias; Masuch, Maic (Eds.). Aachen: RWTH Aachen, 2010Online Full Text (Open Access)
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Entertainment Interfaces 2010 : Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010
Entertainment Interfaces Track (EI 2010), 12-15 September 2010, Duisburg, Germany,Aachen: RWTH Aachen, 2010
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ABC-Sprints : Adapting Scrum to Academic Game Development CoursesIn: Proceedings of the Fifth International Conference on the Foundations of Digital Games / FDG '10, Monterey, California, June 19 - 21, 2010 / Foundations of Digital Games (Eds.). New York: ACM Press, 2010, pp. 187 – 194