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SciencOmat: A Gamified Research Platform for Evaluating Visual Attractiveness.

, , , and . AHFE (17), volume 601 of Advances in Intelligent Systems and Computing, page 50-60. Springer, (2017)

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Service Innovation for Cyborgs - Human Augmentation as a Self-experiment.. AHFE (8), volume 1208 of Advances in Intelligent Systems and Computing, page 22-27. Springer, (2020)Generating Statistically Plausible Body Shape Variations for Perception Studies., , and . MuC, Gesellschaft für Informatik e.V., (2016)Body Scanning für Jedermann? Evaluation eines Low-cost Systems., and . MuC (Workshopband), page 7-10. De Gruyter Oldenbourg, (2014)Gamification: Auswirkungen auf Usability, Datenqualität und Motivation., and . MuC, page 15-24. De Gruyter Oldenbourg, (2014)SciencOmat: A Gamified Research Platform for Evaluating Visual Attractiveness., , , and . AHFE (17), volume 601 of Advances in Intelligent Systems and Computing, page 50-60. Springer, (2017)Evaluation einer ähnlichkeitsbasierten Produktsuche für Kleidung., , , and . MuC, page 303-306. De Gruyter Oldenbourg, (2015)Product Experience Wall: A Context-adaptive Outfit Recommender System.. MuC, page 367-370. De Gruyter Oldenbourg, (2014)Do You Like According to Your Lifestyle? A Quantitative Analysis of the Relation Between Individual Facebook Likes and the Users' Lifestyle., , , and . AHFE (17), volume 601 of Advances in Intelligent Systems and Computing, page 128-139. Springer, (2017)Gamified Self-service Checkouts: The Influence of Computer-Related Causal Attributions on User Experience and Motivation., and . AHFE (17), volume 601 of Advances in Intelligent Systems and Computing, page 24-36. Springer, (2017)Der Einfluss des Geschlechts auf das Erleben von Self-Service Systemen.. MuC, page 311-314. De Gruyter Oldenbourg, (2014)