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To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in Games., , , , , и . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 229:1-229:35 (2021)Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy., , и . CHI, стр. 118:1-118:12. ACM, (2021)Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware., , , и . CHI, стр. 460. ACM, (2018)Towards Emotion-based Adaptive Games: Emotion Recognition Via Input and Performance Features., , и . CHI PLAY, стр. 173-185. ACM, (2018)A Demonstration of ShareVR: Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users., , , и . VR, стр. 755-756. IEEE Computer Society, (2018)Novel Approaches for Understanding and Mitigating Emerging New Harms in Immersive and Embodied Virtual Spaces: A Workshop at CHI 2024., , , , , и . CHI Extended Abstracts, стр. 483:1-483:7. ACM, (2024)Player state assessment: enabling unobtrusive integration and adaptive games. University of Ulm, Germany, (2020)base-search.net (ftunivulm:oai:oparu.uni-ulm.de:123456789/25963).Predicting Beliefs from NPC Dialogues., , , и . CoG, стр. 1-8. IEEE, (2021)Take Back Control: Effects of Player Influence on Procedural Level Generation., , , и . CHI PLAY (Companion), стр. 371-378. ACM, (2019)The Struggle is Spiel: On Failure and Success in Games., , и . FDG, стр. 32:1-32:12. ACM, (2021)