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Being there for real: presence in real and virtual environments and its relation to usability.

, , , , and . NordiCHI, page 117-126. ACM, (2014)

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Insights into Internet Privacy for Visually Impaired and Blind People., , , and . ICCHP (1), volume 9758 of Lecture Notes in Computer Science, page 231-238. Springer, (2016)The Gamification User Types Hexad Scale., , , , , and . CHI PLAY, page 229-243. ACM, (2016)Using technology acceptance models for product development: case study of a smart payment card., , , and . MobileHCI Adjunct, page 400-409. ACM, (2018)Personalization in Serious and Persuasive Games and Gamified Interactions., , , , , , , and . CHI PLAY, page 811-816. ACM, (2015)Being there for real: presence in real and virtual environments and its relation to usability., , , , and . NordiCHI, page 117-126. ACM, (2014)From Classes to Mechanics: Player Type Driven Persuasive Game Development., , , , , and . CHI PLAY, page 595-600. ACM, (2015)Personalized Persuasive Technology - Development and Validation of Scales for Measuring Persuadability., , and . PERSUASIVE, volume 7822 of Lecture Notes in Computer Science, page 33-38. Springer, (2013)UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization., , , , , , , and . UMAP (Adjunct Publication), page 395-397. ACM, (2017)TACTUX: a tactile user experience assessment board., , , , and . NordiCHI, page 983-986. ACM, (2014)Peacox - Persuasive Advisor for CO2-Reducing Cross-Modal Trip Planning., , and . PERSUASIVE (Adjunct Proceedings), volume 973 of CEUR Workshop Proceedings, CEUR-WS.org, (2013)