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The CUBE-G approach - Coaching culture-specific nonverbal behavior by virtual agents

, , , , , , , and . Organizing and Learning through Gaming and Simulation (ISAGA 2007), (2007)

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Web-based characters for universal access: experience with different player technologies.. HCI, page 63-67. Lawrence Erlbaum, (2001)Designing Coherent Multimedia Presentations., and . HCI (2), page 434-439. Elsevier, (1993)0-444-89540-X.Wissensbasierte Perspektivenwahl für die automatische Erzeugung von 3D-Objektdarstellungen., and . Graphik und KI, volume 239 of Informatik-Fachberichte, page 48-57. Springer, (1990)Generating Multimedia Presentations for RoboCup Soccer Games., , and . RoboCup, volume 1395 of Lecture Notes in Computer Science, page 200-215. Springer, (1997)Usage and Recognition of Finger Orientation for Multi-Touch Tabletop Interaction., and . INTERACT (3), volume 6948 of Lecture Notes in Computer Science, page 409-426. Springer, (2011)Kriterien für die Mensch-Maschine-Interaktion bei KI: Ansätze für die menschengerechte Gestaltung in der Arbeitswelt, , , , , , , , , and 1 other author(s). Whitepaper, Lernende Systeme -- Die Plattform für Künstliche Intelligenz, München, (June 2020)WIP and PPP: a comparison of two multimedia presentation systems in terms of the standard reference model.. Comput. Stand. Interfaces, 18 (6-7): 555-563 (1997)A Privacy-Preserving Multi-Task Learning Framework For Emotion and Identity Recognition from Multimodal Physiological Signals., , and . ACIIW, page 1-8. IEEE, (2023)Implementing Parallel and Independent Movements for a Social Robot's Affective Expressions., , and . ACII (Workshops and Demos), page 1-4. IEEE, (2021)Cybersickness Among Gamers: An Online Survey., , and . AHFE (22), volume 973 of Advances in Intelligent Systems and Computing, page 192-201. Springer, (2019)