Publikationen
2025[ to top ]
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Order up! Multimodal Interaction Techniques for Notifications in Augmented Reality. . In IEEE Transactions on Visualization and Computer Graphics. 2025.
2024[ to top ]
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Proteus Effect or Bodily Affordance? The Influence of Virtual High-Heels on Gait Behavior. . In Virtual Reality, 28(81). 2024.
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Pushing Yourself to the Limit - Influence of Emotional Virtual Environment Design on Physical Training in VR. . In ACM Games, 2(4). 2024.
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News Ninja: Gamified Annotation of Linguistic Bias in Online News. . In Proceedings of the ACM Human-Computer Interaction, 8(CHI PLAY, Article 327). 2024.
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Ballroom Dance Training with Motion Capture and Virtual Reality. . In Proceedings of Mensch Und Computer 2024 (MuC ’24), S. 617–621. Association for Computing Machinery, New York, NY, USA, 2024.
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Effects of Nonverbal Communication of Virtual Agents on Social Pressure and Encouragement in VR. . In Proceedings of the 31st IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VR ’24). IEEE, 2024.
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Influence of Virtual Shoe Formality on Gait and Cognitive Performance in a VR Walking Task. . In Proceedings of the 31st IEEE Virtual Reality conference (VR ’24). IEEE, 2024.
2023[ to top ]
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Virtual reality in medical emergencies training: benefits, perceived stress, and learning success. . In Multimedia System. 2023.
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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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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.
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Traversing the Pass: Improving the Knowledge Retention of Serious Games Using a Pedagogical Agent. . In Proceedings of the 23rd International Conference on Intelligent Virtual Agents (IVA). Association for Computing Machinery, New York, NY, USA, 2023.
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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), von Lecture Notes in Computer Science, S. 649–664. Springer Nature Switzerland, Cham, 2023.
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Exploring Unimodal Notification Interaction and Display Methods in Augmented Reality. . In 29th ACM Symposium on Virtual Reality Software and Technology. Association for Computing Machinery, New York, NY, USA, 2023.
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Editorial: The Light and Dark Sides of Virtual Reality. . In Frontiers in Virtual Reality, 4. 2023.
2022[ to top ]
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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), S. 483–484. IEEE, 2022.
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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), S. 732–733. IEEE, 2022.
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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). ACM, New York, NY, USA, 2022.
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Fly My Little Dragon: Using AR to Learn Geometry. . In Proceedings of the IEEE Conference on Games (CoG ’22), S. 528–531. IEEE, 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). Association for Computing Machinery, New York, NY, USA, 2022.
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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). Association for Computing Machinery, New York, NY, USA, 2022.
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Classroom management competency enhancement for student teachers using a fully immersive virtual classroom. . In Computers & Education, 179, S. 104410. 2022.
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Joyful Adventures and Frightening Places - Designing Emotion-Inducing Virtual Environments. . In Frontiers in Virtual Reality, 3. 2022.
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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, 3. 2022.
2021[ to top ]
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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). Association for Computing Machinery, New York, NY, USA, 2021.
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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), S. 440–441. IEEE, 2021.
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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, 2, S. 101. 2021.
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The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy. . In Frontiers in Virtual Reality, 2, S. 71. 2021.
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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). Association for Computing Machinery, New York, NY, USA, 2021.
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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). Association for Computing Machinery, New York, NY, USA, 2021.
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Better Learning with Gaming: Knowledge Encoding and Knowledge Learning Using Gamification. Technical Report (PhD dissertation), . . PhD dissertation. 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, 6, S. 233. 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), S. 442–443. IEEE, 2021.
2020[ to top ]
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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), S. 483–492. IEEE, Atlanta, USA, 2020.
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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), S. 303–307. Association for Computing Machinery, New York, NY, USA, 2020.
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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, Bd. 7, T. Knaus, O. Merz (Hrsg.), S. 225–238. kopaed, Munich, Germany, 2020.
2019[ to top ]
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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), S. 1–4. IEEE, 2019.
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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), S. 793–801. IEEE, 2019.
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Predicting Learning Effects of Computer Games Using the Gamified Knowledge Encoding Model. . In Entertainment Computing, 32, M. Rauterberg; F. Liarokapis (Hrsg.). 2019.
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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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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), S. 175:1–175:13. Association for Computing Machinery, New York, NY, USA, 2019.
2018[ to top ]
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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), S. 89–99. Association for Computing Machinery, New York, NY, USA, 2018.
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VR-Assisted vs Video-Assisted Teacher Training. . In Proceedings of the 25th IEEE Virtual Reality conference (VR ’18), S. 625–626. IEEE, 2018.
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Benchmark Framework for Virtual Students’ Behaviours. . In Proceedings of the 17th International Conference on Autonomous Agents, Multiagent Systems (AAMAS ’18), von AAMAS ’18, S. 2236–2238. International Foundation for Autonomous Agents and Multiagent Systems, Richland, SC, 2018.
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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), S. 1–2. IEEE, 2018.
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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), S. 1–8. IEEE, 2018.
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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), S. 1–8. IEEE, 2018.
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.). Chemnitz, Germany, 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), S. 343–344. Association for Computing Machinery, New York, NY, USA, 2016.
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.), S. 2346–2357. Gesellschaft für Informatik e.V., Koblenz, Germany, 2013.