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MobileDNA: Relating Physiological Stress Measurements to Smartphone Usage to Assess the Effect of a Digital Detox.

, , , , , , , , , , and . HCI (29), volume 851 of Communications in Computer and Information Science, page 356-363. Springer, (2018)

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MobileDNA: Relating Physiological Stress Measurements to Smartphone Usage to Assess the Effect of a Digital Detox., , , , , , , , , and 1 other author(s). HCI (29), volume 851 of Communications in Computer and Information Science, page 356-363. Springer, (2018)Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame., , , , , , and . IEEE Trans. Games, 14 (4): 623-631 (2022)Fake People, Real Effects - The Presence of Virtual Onlookers Can Impair Performance and Learning., , , , , , , , and . HCI (10), volume 12190 of Lecture Notes in Computer Science, page 440-452. Springer, (2020)ExperienceDNA - A Framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology., , , , , , , , and . HCI (20), volume 12781 of Lecture Notes in Computer Science, page 171-186. Springer, (2021)What did you expect?: Modelling quality of experience for virtual reality using the repertory grid technique., , , , , and . Qual. User Exp., (2021)CaliBrainVR: Using Psycho-physiological Measures to Calibrate Virtual Reality Training., , , , , , and . QoMEX, page 123-126. IEEE, (2023)Smooth Operator - A Virtual Environment to Prototype and Analyse Operator Support in CCTV Surveillance Rooms., , , , , , , , , and . HCI (38), volume 1420 of Communications in Computer and Information Science, page 233-240. Springer, (2021)Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR Gaming., , , , , , , , , and . HCI (15), volume 10915 of Lecture Notes in Computer Science, page 101-119. Springer, (2018)Seeing is Believing: The Effect of Video Quality on Quality of Experience in Virtual Reality., , , , and . QoMEX, page 1-4. IEEE, (2020)