Linda Graf, M.Sc.
I am interested in the impact of emotionally expressive virtual characters on users’ emotions. For example, can a virtual character provide emotional support and help me during stressful moments? Or can a virtual character convey believable emotions to represent me in a social virtual interaction? My research focuses on the believability and appropriateness of those emotional virtual characters in VR applications in both human-agent and mediated human-human interaction.
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Informatik / HCCS
Address
Lotharstr. 65 (LE)
47057 Duisburg
47057 Duisburg
Room
LE 331
Phone
Fax
E-Mail
Functions
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Wissenschaftliche/r Mitarbeiter/in, Medieninformatik
Current lectures
Past lectures (max. 10)
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SoSe 2025
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WiSe 2024
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SoSe 2024
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WiSe 2023
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SoSe 2023
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WiSe 2022
The following publications are listed in the online university bibliography of the University of Duisburg-Essen. Further information may also be found on the person's personal web pages.
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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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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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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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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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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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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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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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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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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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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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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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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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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
Journal articles
Book articles / Proceedings papers
Tendered Theses
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Theses in Progress
| Type | Topic | Author |
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Supervised Theses
Academic Career and Education
| 2017 - 2019 | Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Master of Science (M.Sc.) |
| 2013 - 2017 | Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Bachelor of Science (B.Sc.) |
Professional Career
| 09/2019 - today | Researcher at the Entertainment Computing Group |
| 05/2019 - 08/2019 | Research Assistant at Higgins Lab, Columbia University, New York, USA |
| 10/2015 - 04/2019 | Student assistant at the Entertainment Computing Group |
| 10/2014 - 02/2019 | Student assistant at the Department of Psychological Research Methods and Media based knowledge constructions |