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Informatik / HCCS
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Lotharstr. 65 (LE)
47057 Duisburg
47057 Duisburg
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LE 307
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Wissenschaftliche/r Mitarbeiter/in, Medieninformatik
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2022 WS
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2020 SS
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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Towards believable and educational conversations with virtual patientsIn: Frontiers in Virtual Reality Jg. 5 (2024) 1377210Online Volltext: dx.doi.org/ Online Volltext (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. (Hrsg.) (2019) S. 211 - 222Online Volltext: dx.doi.org/
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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. (Hrsg.) 2023 789Online Volltext: dx.doi.org/
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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 (Hrsg.) 2022 632Online Volltext: dx.doi.org/ (Open Access)
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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 2021, S. 546 - 554Online Volltext: dx.doi.org/
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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 2020, S. 379 - 383Online Volltext: dx.doi.org/
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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. (Hrsg.) 2020Online Volltext: dx.doi.org/ (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 Jg. August 2019Online Volltext: dx.doi.org/
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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 Jg. August 2019Online Volltext: dx.doi.org/
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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 (Hrsg.) 2018, S. 847 - 867Online Volltext: dx.doi.org/
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The Most Social Platform? : Unveiling Experiential Qualities and the Day-to-Day Use of Social Virtual Reality ApplicationsDuisburg, Essen (2023) 1 Band (verschiedene Seitenzählungen)Online Volltext: dx.doi.org/ Online Volltext (Open Access)