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The Shared View Paradigm in Asymmetric Virtual Reality Setups., , , and . i-com, 19 (2): 87-101 (2020)A Machine Learning based Analysis of e-Sports Player Performances in League of Legends for Winning Prediction based on Player Roles and Performances., , , , and . VISIGRAPP (2: HUCAPP), page 68-76. SCITEPRESS, (2022)Authoring Processes and Tools., , and . Serious Games, Springer International Publishing, (2016)Introduction., , , and . Serious Games, Springer International Publishing, (2016)Gamification Mechanics for Playful Virtual Reality Authoring., , and . STAG, page 131-141. Eurographics Association, (2020)Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games., , and . Entertainment Computing and Serious Games, volume 9970 of Lecture Notes in Computer Science, page 1-16. (2015)Visualisierung als Gegenstand der Ausbildung von Bioinformatikern., , , and . GI Jahrestagung (1), volume P-34 of LNI, page 381-383. GI, (2003)Presenters in Virtual Reality in Slideshow Presentations., , , , , , , , , and 2 other author(s). GI-Jahrestagung, volume P-307 of LNI, page 963-970. GI, (2020)A Tangible Object for General Purposes in Mobile Augmented Reality Applications., , , , and . GI-Jahrestagung, volume P-307 of LNI, page 947-954. GI, (2020)Integration of Game Engine Based Mobile Augmented Reality Into a Learning Management System for Online Continuing Medical Education., , , , , and . GI-Jahrestagung, volume P-307 of LNI, page 955-962. GI, (2020)