Publications
2023[ to top ]
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Work, Trade, Learn: Developing an Immersive Serious Game for History Education in 2023 9th International Conference of the Immersive Learning Research Network (iLRN) (2023).
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Traversing the Pass: Improving the Knowledge Retention of Serious Games Using a Pedagogical Agent (2023).
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Virtual reality in medical emergencies training: benefits, perceived stress, and learning success in Multimedia System (2023).
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Editorial: The Light and Dark Sides of Virtual Reality in Frontiers in Virtual Reality (2023). 4
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An Approach to Investigate an Influence of Visual Angle Size on Emotional Activation During a Decision-Making Task in Virtual, Augmented and Mixed Reality (HCII 2023), Lecture Notes in Computer Science (2023). 649–664.
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Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment in 2023 9th International Conference of the Immersive Learning Research Network (iLRN) (2023).
2022[ to top ]
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Stay Safe! Safety Precautions for Walking on a Conventional Treadmill in VR in Proceedings of the 29th IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR ’22) (2022). 732–733.
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Towards Generating Labeled Property Graphs for Comprehending C#-based Software Projects in 37th IEEE/ACM International Conference on Automated Software Engineering (ASE ’22) (2022).
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Fly My Little Dragon: Using AR to Learn Geometry in Proceedings of the IEEE Conference on Games (CoG ’22) (2022). 528–531.
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Embodied Gambling - Investigating the Influence of Level of Embodiment, Avatar Appearance, and Virtual Environment Design on an Online VR Slot Machine in Frontiers in Virtual Reality (2022). 3
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Press the red button: A user study comparing notification placement with augmented and non-augmented tasks in AR in 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (2022). 483–484.
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Push the Red Button: Comparing Notification Placement with Augmented and Non-Augmented Tasks in AR in Proceedings of the 10th Symposium on Spatial User Interaction (SUI ’22) (2022).
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Addressing Waste Separation With a Persuasive Augmented Reality App in Proceedings of the 24th International Conference on Mobile Human-Computer Interaction (MobileHCI ’22) (2022).
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Classroom management competency enhancement for student teachers using a fully immersive virtual classroom in Computers & Education (2022). 179 104410.
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Joyful Adventures and Frightening Places - Designing Emotion-Inducing Virtual Environments in Frontiers in Virtual Reality (2022). 3
2021[ to top ]
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Recreating a Medieval Mill as a Virtual Learning Environment in Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology (VRST ’21) (2021).
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Better Learning with Gaming: Knowledge Encoding and Knowledge Learning Using Gamification PhD thesis, University of Würzburg. (2021).
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Mutual Benefits: Interdisciplinary Education of Pre-Service Teachers and HCI Students in VR/AR Learning Environment Design in Frontiers in Education (2021). 6 233.
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Grab the Frog: Comparing Intuitive Use and User Experience of a Smartphone-only, AR-only, and Tangible AR Learning Environment in Proceedings of the 23rd International Conference on Mobile Human-Computer Interaction (MobileHCI ’21) (2021).
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Measuring the Effects of Virtual Environment Design on Decision-Making in Proceedings of the 28th IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR ’21) (2021). 442–443.
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Enchanted by Your Surrounding? Measuring the Effects of Immersion and Design of Virtual Environments on Decision-Making in Frontiers in Virtual Reality (2021). 2 101.
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Effects of Immersion and Visual Angle on Brand Placement Effectiveness in Proceedings of the 28th IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR ’21) (2021). 440–441.
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Visualisation Methods for Patient Monitoring in Anaesthetic Procedures Using Augmented Reality in Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology (VRST ’21) (2021).
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The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy in Frontiers in Virtual Reality (2021). 2 71.
2020[ to top ]
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Von Medienbeiträgen und Applikationen - ein interdisziplinäres Konzept zum Lehren und Lernen mit Augmented und Virtual Reality für die Hochschullehre in Schnittstellen und Interfaces - Digitaler Wandel in Bildungseinrichtungen, T. Knaus, O. Merz (Hrsg.) (2020). (Bd. 7) 225–238.
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Horst – The Teaching Frog: Learning the Anatomy of a Frog Using Tangible AR in Proceedings of the 2020 Mensch und Computer Conference (MuC ’20) (2020). 303–307.
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Think Twice: The Influence of Immersion on Decision Making during Gambling in Virtual Reality in Proceedings of the 27th IEEE Virtual Reality conference (VR ’20) (2020). 483–492.
2019[ to top ]
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The Effects of Immersion on Harm-Inducing Factors in Virtual Slot Machines in Proceedings of the 26th IEEE Virtual Reality conference (VR ’19) (2019). 793–801.
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Usability of Gamified Knowledge Learning in VR and Desktop-3D in Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI ’19) (2019). 175:1–175:13.
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Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR in International Journal of Computer Games Technology (2019). 2019
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Predicting Learning Effects of Computer Games Using the Gamified Knowledge Encoding Model in Entertainment Computing, (M. Rauterberg; F. Liarokapis, Hrsg.) (2019). 32
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Fancy Fruits - An Augmented Reality Application for Special Needs Education in Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications (VS Games 2019) (2019). 1–4.
2018[ to top ]
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Benchmark Framework for Virtual Students’ Behaviours in Proceedings of the 17th International Conference on Autonomous Agents, Multiagent Systems (AAMAS ’18), AAMAS ’18 (2018). 2236–2238.
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VR-Assisted vs Video-Assisted Teacher Training in Proceedings of the 25th IEEE Virtual Reality conference (VR ’18) (2018). 625–626.
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Effects of VE Transition Techniques on Presence, IVBO, Efficiency, and Naturalness in Proceedings of the 6th Symposium on Spatial User Interaction (SUI ’18) (2018). 89–99.
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Effectivity of Affine Transformation Knowledge Training Using Game Mechanics in Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications (VS Games ’18) (2018). 1–8.
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Effective Orbital Mechanics Knowledge Training Using Game Mechanics in Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications (VS Games ’18) (2018). 1–8.
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Gamified Knowledge Encoding: Knowledge Training Using Game Mechanics in Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications (VS Games ’18) (2018). 1–2.
2017[ to top ]
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Interactive Gamified Virtual Reality Training of Affine Transformation in Proceedings of DeLFI and GMW Workshops 2017, C. Ullrich, M. Wessner (Hrsg.) (2017).
2016[ to top ]
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Interactive Gamified 3D-Training of Affine Transformations in Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST ’16) (2016). 343–344.
2013[ to top ]
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Develop your strengths by gaming: Towards an inventory of gamificationable skills in Informatik 2013 - Informatik angepasst an Mensch, Organisation und Umwelt, M. Horbach (Hrsg.) (2013). 2346–2357.