Prof. Dr.-Ing. Maic Masuch
Prof. Dr. Maic Masuch heads the Department of Media and Computer Science with focus on Entertainment Computing at the University of Duisburg-Essen since October 2008. Maic Masuch did his doctorate on computeranimation at the University of Magdeburg and in 2002 he has been offered the first professorship for computer games in Germany there. He does research and teaches on topics of game development over 10 years and is one of the pioneers of computer game research in Germany. After a short stay at the Duke University in North Carolina, USA, he worked as professor for digital learning games at FH Trier from 2007 to 2008.
Consultation Hour
Wednesday 10:00 to 11:00 am, by arrangement in semester break
Main Research Areas
The research at the professorship focusses on a subdomain of Media and Computer Science, which is called Entertainment Computing in the fields of
- Game design and game development from Computer Science’s point of view
- The connection among games and learning
In this context we are especially dealing with the following aspects:
- Interaction Design
- 3D Stereo
- Authoring systems for media environment
- User experience Design/Game experience
- Interactive Storytelling
- Media environment for children
Media systems for special target groups such as children or elderly people or games in non-playful contexts such as Gameful Interaction for operational applications and obviously Edutainment environments like Serious Games, act as application fields for our research.
Informatik / HCCS
47057 Duisburg
Functions
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Prodekan/in, Fakultätsrat
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Prodekan/in, Informatik
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Universitätsprofessor/in, Medieninformatik
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Prodekan/in, Abteilung für Human-centered Computing and Cognitive Science (HCCS)
Current lectures
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WiSe 2025
- Entertainment Computing Kolloquium für BSc/MSc-Studierende und Doktoranden
- Multimedia Systeme
- Digital Games Research
- Digital Games Research - Übung
- Hands-On VR: Design und Entwicklung eines Haptischen Virtual Reality Rätselspiels
- Forschungsprojekt: Entwicklung einer VR-Anwendung zur Unterstützung der Therapie bei Anorexia Nervosa
- Multimedia Systeme - Informatik
- Digitale Medien - Informatik
- Multimedia Systeme - Übung
Past lectures (max. 10)
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SoSe 2025
- Übung zu "Game Architecture and Design"
- Kolloquium für BSc/MSc-Studierende und Doktoranden
- Übung zu "Digitale Medien"
- Game Architecture and Design
- Forschungsprojekt: Cognitive Load and Collision Anxiety
- Digitale Medien
- Digitale Medien - Informatik
- Multimedia Systeme - Informatik
- Informatische Methoden neuer Medien und Kommunikationstechniken - Informatik
- Praxisprojekt "In 80 Schritten um die Welt – Embodied Learning in VR"
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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 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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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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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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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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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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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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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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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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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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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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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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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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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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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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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
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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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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
(Ceur Workshop Proceedings ; 634)Online Full Text (Open Access) -
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