Publications

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. You Shall Not Pass: Non-Intrusive Feedback for Virtual Walls in VR Environments with Room-Scale Mapping. 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2018.

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. Varying Avatar Weight to Increase Player Motivation: Challenges of a Gaming Setup. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018.

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. Mooqita: Empowering Hidden Talents with a Novel Work-Learn Model. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018.

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. Do You Think This Is a Game?. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018.

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. A Text to Animation System for Physical Exercises. The Computer Journal, 2018.

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. Updating Bayesian Networks Using Crowds. Neural Network World, 2017.

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. Hoverboard: A Leap to the Future of Locomotion in VR!?. Entertainment Computing textendash ICEC 2017, 2017.

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. Grab-That-There: Live Direction for Motion-Based Games for Health. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017.

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. CrowdEyes: Crowdsourcing for Robust Real-World Mobile Eye Tracking. Mobile HCI 2017, 2017.

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. Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised Solving. Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017.

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. Personalized and Adaptive Serious Games. Entertainment Computing and Serious Games, 2016.

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. How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016.

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. Games for Health. Entertainment Computing and Serious Games, 2016.

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. Applying Human-Centered Design to Develop Motivating Exergames. Mensch Und Computer 2016 textendash Workshopband, 2016.

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. Anticipation in Motion-Based Games for Health. Anticipation in Medicine, 2016.

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. Towards Generating Virtual Movement from Textual Instructions: A Case Study in Quality Assessment. The Third AAAI Conference on Human Computation and Crowdsourcing, 2015.

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. Robots, Pancakes, and Computer Games: Designing Serious Games for Robot Imitation Learning. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015.

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. MoviTouch: Mobile Movement Capability Configurations. Proceedings of the 17th International ACM SIGACCESS Conference on Computers Accessibility, 2015.

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. Exergames for Physiotherapy and Rehabilitation: A Medium-Term Situated Study of Motivational Aspects and Impact on Functional Reach. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015.

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. Designing Wheelchair-Based Movement Games. ACM Trans. Access. Comput., 2015.

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. Classification of Player Roles in the Team-Based Multi-Player Game Dota 2. Entertainment Computing - ICEC 2015, 2015.

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. „Raus aus dem Sessel`` textendash Computerspiele für mehr Gesundheit: Eine Übersicht und aktuelle Beispiele. Informatik-Spektrum, 2014.

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. Motivational Effects of a Gamified Training Analysis Interface. Mensch & Computer 2014 - Workshopband, 2014.

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. Effects of Balancing for Physical Abilities on Player Performance, Experience and Self-Esteem in Exergames. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2014.

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. Comparing Modalities for Kinesiatric Exercise Instruction. CHI ‘14 Extended Abstracts on Human Factors in Computing Systems, 2014.

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. Anpassbare Computerspiele für Senioren. Informatik-Spektrum, 2014.

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. Visual Complexity, Player Experience, Performance and Physical Exertion in Motion-Based Games for Older Adults. Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, 2013.

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. Suspended Walking: A Physical Locomotion Interface for Virtual Reality. Entertainment Computing textendash ICEC 2013, 2013.

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. Strong and Loose Cooperation in Exergames for Older Adults with Parkinson s Disease.. Mensch & Computer Workshopband, 2013.

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. Sportal: A First-Person Videogame Turned Exergame. Mensch Computer 2013 - Workshopband, 2013.

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. Mobile Game User Research: The World as Your Lab?. Proceedings of the CHI Game User Research Workshop, 2013.

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. Involving Users and Experts in Motion-Based Game Design for Older Adults. Proceedings of the CHI Game User Research Workshop, 2013.

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. Exercise My Game: Turning Off-The-Shelf Games into Exergames. Entertainment Computing textendash ICEC 2013, 2013.

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. Adaptive Difficulty in Exergames for Parkinson's Disease Patients. Proceedings of the 2013 Graphics Interface Conference, 2013.

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. A Digital Game to Support Voice Treatment for Parkinson's Disease. CHI ‘13 Extended Abstracts on Human Factors in Computing Systems, 2013.

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. Serious Questions in Playful Questionnaires. Entertainment Computing - ICEC 2012, 2012.

. Predicting Crowd-Based Translation Quality with Language-Independent Feature Vectors. Proceedings of the 4th Human Computation Workshop, 2012.

. Playful Surveys: Easing Challenges of Human Subject Research with Online Crowds. Proceedings of the 4th Human Computation Workshop, 2012.

. Human Computation: A New Aspect of Serious Games. Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design, 2012.

. Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games. Entertainment Computing - ICEC 2012, 2012.

Preprint Project

. Did They Really Like the Game? -- Challenges in Evaluating Exergames with Older Adults. Proceedings of the CHI Game User Research Workshop, 2012.

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. Teaching Serious Games. Workshop-Proceedings Mensch Und Computer 2011 (Entertainment Interfaces), 2011.

. Serious Questionnaires in Playful Social Network Applications. Entertainment Computing - ICEC 2011 - Proceedings, 2011.

. Human Computation Games: A Survey. 19th European Signal Processing Conference, 2011, 2011.

Preprint

. The Impact of Dimensionality on Natural Language Route Directions in Unconstrained Dialogue. Proceedings of the SIGDIAL 2010 Conference, 2010.

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. QuickWoZ: A Multi-Purpose Wizard-of-Oz Framework for Experiments with Embodied Conversational Agents. Proceeding of the 14th International Conference on Intelligent User Interfaces, 2010.

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