Medien- und Wissenstechnologien Research Center Hagenberg
Publikationen
InstaVis: Visualizing Clusters of Instagram Message Feeds
A. Stöckl, J. Diephuis, A. Aschauer - InstaVis: Visualizing Clusters of Instagram Message Feeds - Proceedings of the 24th International Conference Information Visualisation, Wien , Österreich, 2020, pp. 422-426
We provide a method for visualizing the information associated with the clusters used for topic modeling of Instagram Message Feeds. For this purpose, a series…
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Austria
C. Ortner - Austria in The SAGE international encyclopedia of mass media and society (Editors: D. Merskin) - SAGE Publications, 2020, pp. 129-131
The Republic of Austria is a parliamentary federal democracy with nearly 8.6 million inhabitants situated in the centre of Europe. Like its neighboring…
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Diaries
C. Ortner - Diaries in The SAGE international encyclopedia of mass media and society (Editors: D. Merskin) - SAGE Publications, 2020, pp. 458-459
A diary is a research instrument for collecting information about people’s daily practices and experiences. It can be defined as a document in which a person…
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Kinder und Medien in der Covid-19-Krise. Österreich im internationalen Vergleich
C. Ortner, C. Kovacs, T. Jadin - Kinder und Medien in der Covid-19-Krise. Österreich im internationalen Vergleich - Medienimpulse, Vol. 33, No. 3, 2020, pp. 40
Der Artikel widmet sich der Bedeutung von Medien im Alltag von Kindern (9 bis 13 Jahre) während der ersten Phase der Coronakrise. Dazu wurden die…
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Children, COVID-19 and the media
M. Götz, C. Mendel, D. Lemish, N. Jennings, R. Hains, C. Ortner - Children, COVID-19 and the media - TelevIZIon, 2020, pp. 4-9
An international study in 42 coun-tries inquired children’s perception of the coronacrisis, their nowledge on COVID-19 and the role the media play in…
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Gazing at Pac-Man: Lessons learned from a Eye-Tracking Study Focusing on Game Difficulty
M. Lankes, A. Stöckl - Gazing at Pac-Man: Lessons learned from a Eye-Tracking Study Focusing on Game Difficulty - Proceedings of the ACM Symposium on Eye Tracking Research and Applications, Stuttgart, Deutschland, 2020, pp. 1-5
This paper investigates the players’ gaze behavior in different game difficulty settings to explore potential use cases of gaze-informed design interventions…
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Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games
M. Kocur, M. Dechant, M. Lankes, C. Wolff, R. Mandryk - Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games - Proceedings of the ACM Symposium on Eye Tracking Research and Applications, Stuttgart, Deutschland, 2020, pp. 1-6
Gaze-based interaction in Virtual Reality (VR) has been attracting attention recently due to rapid advances in eye tracking technology in head-mounted…
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See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement
D. Kepplinger, G. Wallner, S. Kriglstein, M. Lankes - See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement - CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, Honolulu HI, Vereinigte Staaten von Amerika, 2020, pp. 1-14
Playtesting of games often relies on a mixed-methods approach to obtain more holistic insights about and, in turn, improve the player experience. However,…
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Exploring spatially-aware cross-device interaction techniques for mobile collaborative sensemaking
G. Desolda, C. Ardito, H. C. Jetter, R. Lanzilotti - Exploring spatially-aware cross-device interaction techniques for mobile collaborative sensemaking - INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 2019, pp. 1-20
Theoretisch, praktisch, animiert. Vergleich von wissenschaftlichen Symposien als Trend bei Animationsfestivals, Medienkunstfestivals und Konferenzen über Computeranimation
F. Bruckner, J. Hagler - Theoretisch, praktisch, animiert. Vergleich von wissenschaftlichen Symposien als Trend bei Animationsfestivals, Medienkunstfestivals und Konferenzen über Computeranimation - Masken und Kothurn, Vol. 64, No. 3, 2019, pp. 35-52
Fallstudie: Animafest Scanner, Asia Animation Forum, ITFS/SAS Symposium, FMX und Expanded Animation.
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Expanded Animation. Mapping an Unlimited Landscape
J. Hagler, M. Lankes, A. Wilhelm, S. Schwingeler, D. Arellano, A. Addison, I. Conradi, M. Chavez, A. Sebek, B. Hossea, U. Wegenast, F. Bruckner, M. Hattler, V. Widrich, M. Kay, R. Bidner - Expanded Animation. Mapping an Unlimited Landscape in Expanded Animation. Mapping an Unlimited Landscape (Editors: J. Hagler et al.) - Hatje Cantz Verlag, 2019
The symposium Expanded Animation was initiated in 2013 and offered a first approach to the expanding field of computer animation. In the meantime, it has…
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A Question of Commitment, Attention and Trust: The Role of Smartphone Practices for Parent-Child Relationships in Adolescence
C. Ortner, S. Holly - A Question of Commitment, Attention and Trust: The Role of Smartphone Practices for Parent-Child Relationships in Adolescence - kommunikation.medien, 2019, pp. 1-22
By doing case analyses of five selected families, this paper reconstructs how smartphone practices in everyday family life alter relationships between parents…
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DisMoSim: Hybrid Collarboration in Mechanical Engineering
T. Neumayr, H. C. Jetter, J. Schönböck - DisMoSim: Hybrid Collarboration in Mechanical Engineering - ECSCW 2019: Proceedings of the 17th European Conference on Computer Supported Cooperative Work, Salzburg, Österreich, 2019
Das betrieblilche Fehler-Lern-System in der digitalisierten Arbeitswelt
U. Rami, T. Jadin - Das betrieblilche Fehler-Lern-System in der digitalisierten Arbeitswelt - Arbeit interdisziplinär analysieren - bewerten - gestalten, Dresden, Deutschland, 2019, pp. 4
Hover Loop: A New Approach to Locomotion in Virtual Reality
P. Schuhbauer, L. Muth, J. Grötsch, J. Wiesneth, J. Dengler, M. Kocur, M. Lankes - Hover Loop: A New Approach to Locomotion in Virtual Reality - CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, Barcelona, Spanien, 2019, pp. 111-116
Head-mounted displays for virtual reality gaming are getting cheaper and more popular, but locomotion in VR has been a problem up to now. We developed a new…
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Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials
M. Kubesch, M. Lankes, B. Maurer - Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials - CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, Barcelona, Spanien, 2019, pp. 459-465
The phenomenon of screen-cheating primarily takes place in co-located split-screen games. It gives players a easy way of gaining advantage over others. To…
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Lost & Found: Gaze-based Player Guidance Feedback in Exploration Games
M. Lankes, A. Haslinger - Lost & Found: Gaze-based Player Guidance Feedback in Exploration Games - CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, Barcelona, Spanien, 2019, pp. 483-492
Gaze could be harnessed as a powerful tool for guiding players. By knowing where players are looking, a game could provide support players in finding relevant…
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Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors
A. Gomez, M. Lankes - Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors - Multimodal Technologies Interact. , Vol. 3, No. 4, 2019
Gaze-based interactions have found their way into the games domain and are frequently employed as a means to support players in their activities. Instead of…
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gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
M. Lankes, A. Haslinger, C. Wolff - gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games - Multimodal Technologies Interact. , Vol. 3, No. 3, 2019
This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration…
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Ergebnisbericht des Forschungsprojekts "suchen.finden.bewerten.com". Recherchestrategien österreichischer Jugendlicher bei der Informationsbeschaffung im Internet
C. Ortner, V. Eberdorfer, M. Kaltenegger - Ergebnisbericht des Forschungsprojekts "suchen.finden.bewerten.com". Recherchestrategien österreichischer Jugendlicher bei der Informationsbeschaffung im Internet - Report, FH OÖ Forschungs & Entwicklungs GmbH, Österreich, 2019, pp. 100
In der Studie „suchen.finden.bewerten.com“ der Österreichischen Jugendinfos wurden die Recherchestrategien Jugendlicher bei der Informationsbeschaffung im…
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Chancengleichheit für die digitale Zukunft? Zur Entwicklung von Medienkompetenz bei sozial benachteiligten Jugendlichen
K. Maierl, C. Ortner, D. Strohmeier, T. Jadin, P. Gradinger - Chancengleichheit für die digitale Zukunft? Zur Entwicklung von Medienkompetenz bei sozial benachteiligten Jugendlichen - Coming Soon - Tagungsband - 2019, Linz, Österreich, 2019, pp. 227-232
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