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Personensuche
Es wurde 1 Person gefunden.
Informatik / AI
Anschrift
Lotharstr. 65 (LE)
47057 Duisburg
47057 Duisburg
Raum
LE 436
Telefon
Telefax
Funktionen
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Wissenschaftliche/r Mitarbeiter/in, Computergraphik und Visualisierung / Hochleistungsrechnen
Aktuelle Veranstaltungen
Keine aktuellen Veranstaltungen.
Vergangene Veranstaltungen (max. 10)
Keine vergangenen Veranstaltungen.
Die folgenden Publikationen sind in der Online-Universitätsbibliographie der Universität Duisburg-Essen verzeichnet. Weitere Informationen finden Sie gegebenenfalls auch auf den persönlichen Webseiten der Person.
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A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality GamesIn: Proceedings of the ACM on Human-Computer Interaction, Jg. 7, 2023, Nr. CHI PLAY, S. 73 – 103
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Outpace Reality : A Novel Augmented-Walking Technique for Virtual Reality GamesIn: Proceedings of the ACM on Human-Computer Interaction, Jg. 6, 2022, 246
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Deadeye visualization revisited : Investigation of preattentiveness and applicability in virtual environmentsIn: IEEE Transactions on Visualization and Computer Graphics (T-VCG), Jg. 26, 2020, Nr. 1, S. 547 – 557DOI, Online Volltext (Open Access)
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Exploring the potential of vertical jump training in virtual realityIn: CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play / CHI PLAY '21, Annual Symposium on Computer-Human Interaction in Play, 18-21 October 2021, Austria, virtual event. New York: Association for Computing Machinery, 2021, S. 179 – 185
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Never Skip Leg Day Again : Training the Lower Body with Vertical Jumps in a Virtual Reality ExergameIn: 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. (Hrsg.). New York: Association for Computing Machinery, 2023, 786
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Tug & Swing : Traveling in Virtual Environments with Point-Tugging and Arm-SwingingIn: Proceedings of the 5th Annual IEEE Conference on Games (CoG 2023) / 5th Annual IEEE Conference on Games (CoG 2023): Boston, USA; 21 - 24 August 2023. Piscataway: IEEE Computer Society, 2023
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"I Packed My Bag and in It i Put..." : A Taxonomy of Inventory Systems for Virtual Reality GamesIn: IEEE Conference on Computatonal Intelligence and Games / IEEE Symposium on Computational Intelligence and Games - CIG 2021, 17-20 August 2021, Copenhagen, Denmark. Piscataway: IEEE Computer Society, 2021DOI, Online Volltext (Open Access)
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Effects of Task Type and Wall Appearance on Collision Behavior in Virtual EnvironmentsIn: IEEE Conference on Computatonal Intelligence and Games / IEEE Symposium on Computational Intelligence and Games - CIG 2021, 17-20 August 2021, Copenhagen, Denmark. Piscataway: IEEE Computer Society, 2021DOI, Online Volltext (Open Access)
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Streaming vr games to the broad audience : A comparison of the first-person and third-person perspectivesIn: Conference on Human Factors in Computing Systems: Proceedings / CHI 2021; 8 - 13 May 2021. New York: Association for Computing Machinery (ACM), 2021, 445DOI, Online Volltext (Open Access)
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Towards sneaking as a playful input modality for virtual environmentsIn: 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, S. 473 – 482DOI, Online Volltext (Open Access)
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Playing with friends - The importance of social play during the COVID-19 pandemicIn: 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, S. 209 – 212DOI, Online Volltext (Open Access)
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Silhouette Games : An Interactive One-Way Mirror Approach to Watching Players in VRIn: 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 (Hrsg.). New York: Association for Computing Machinery, Inc, 2020, S. 561 – 571DOI, Online Volltext (Open Access)
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Beyond human : Animals as an escape from stereotype avatars in virtual reality gamesIn: Proceedings of the Annual Symposium on Computer-Human Interaction in Play / CHI PLAY '19, Barcelona, Spain, October 22 - 25, 2019. Piscataway: Association for Computing Machinery, Inc, 2019, S. 439 – 451
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Outstanding : A multi-perspective travel approach for virtual reality gamesIn: CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play / CHI PLAY '19, Barcelona, Spain, October 22 - 25, 2019. New York: Association for Computing Machinery, Inc, 2019, S. 287 – 299DOI, Online Volltext (Open Access)
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Outstanding: A perspective-switching technique for covering large distances in VR gamesIn: Conference on Human Factors in Computing Systems: Proceedings / CHI EA 2019; Glasgow; United Kingdom; 4 - 9 May 2019. New York: ACM, 2019
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The illusion of animal body ownership and its potential for virtual reality gamesIn: IEEE Conference on Computatonal Intelligence and Games / CoG 2019; London; United Kingdom; 20 - 23 August 2019. Washington: IEEE Computer Society, Jg. August, 2019DOI, Online Volltext (Open Access)
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Toward a taxonomy of inventory systems for virtual reality gamesIn: CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play / CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play; October 22-25, 2019; Barcelona, Spain: Association for Computing Machinery, Inc, 2019, S. 363 – 370DOI, Online Volltext (Open Access)
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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, S. 243 – 256
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VR animals : surreal body ownership in virtual reality gamesIn: CHI PLAY 2018 extended abstracts: proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion / CHI PLAY ; Annual Symposium on Computer-Human Interaction in Play Companion ; Melbourne, Australia, October 28 - 31, 2018: Association for Computing Machinery, 2018, S. 503 – 511
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Taking Control of the Virtual World – Novel Perspectives on Interaction in Virtual EnvironmentsDuisburg, Essen, 2022DOI, Online Volltext (Open Access)