Medien- und Wissenstechnologien Research Center Hagenberg
Publikationen
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
PolarTrack: Optical Outside-In Device Tracking that Exploits Display Polarization
R. Rädle, H. C. Jetter, J. Fischer, I. Gabriel, C. Klokmose, H. Reiterer, C. Holz - PolarTrack: Optical Outside-In Device Tracking that Exploits Display Polarization - Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Montreal, Kanada, 2018
The Virtual House of Medusa: Guiding museum visitors through a co-located Mixed Reality Installation
J. Hagler, M. Lankes, A. Aschauer - The Virtual House of Medusa: Guiding museum visitors through a co-located Mixed Reality Installation - Serious Games, Darmstadt, Deutschland, 2018
In our submission we introduce a novel approach to guide Virtual Reality (VR) players and spectators via a Mixed Reality (MR) guidance tool trough a museum... mehr EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games
M. Lankes, J. Newn, B. Maurer, E. Velloso, M. Dechant, H. Gellersen - EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games - Proceedings of the 5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2018), Melbourne, Australien, 2018
What are current and future challenges that incorporating eye tracking into game design and development creates? The Second EyePlay workshop brings together... mehr Socialeyes: social gaze in collaborative 3D games
M. Lankes, M. Rajtár, O. Denisov, B. Maurer - Socialeyes: social gaze in collaborative 3D games - Proceedings of the 13th International Conference on the Foundations of Digital Games, Malmö, Schweden, 2018
This paper examines the effects of social gaze regarding social presence in an on-line collaborative game setting. We propose a novel approach of integrating... mehr Mobiles Fremdsprachenlernen. Vergleich von Apps unter lernpsychologischen Aspekten
T. Jadin - Mobiles Fremdsprachenlernen. Vergleich von Apps unter lernpsychologischen Aspekten in Handbuch Mobile Learning (Editors: C. de Witt, C. Gloerfeld) - Springer, 2018, pp. 723-743
Im vorliegenden Beitrag werden die lernförderlichen Aspekte des Fremdsprachenerwerbs anhand beispielhafter mobiler Lernanwendungen aufgezeigt. Dabei kann... mehr Psychologische Aspekte des Lernens mit digitalen Medien
T. Jadin - Psychologische Aspekte des Lernens mit digitalen Medien - Zeitschrift für Psychologie / Journal of Psychology, Vol. 38, No. 5, 2018, pp. 368-374
Digitale Lernmedien sind bereits in vielen Aus- und Weiterbildungskontexten im Einsatz. Im vorliegenden Beitrag werden zentrale digitale Lernmedien und... mehr Generationenübergreifendes und/oder individualisiertes Blended Learning?
T. Jadin - Generationenübergreifendes und/oder individualisiertes Blended Learning? - Arbeit(s).Wissen.Schaf(f)t Grundlage für Management & Kompetenzentwicklung, Frankfurt, Deutschland, 2018, pp. 6
Domino: A Descriptive Framework for Hybrid Collaboration and Coupling Styles in Partially Distributed Teams
T. Neumayr, H. C. Jetter, M. Augstein, J. Friedl, T. Luger - Domino: A Descriptive Framework for Hybrid Collaboration and Coupling Styles in Partially Distributed Teams - Proceedings of the ACM on Human-Computer Interaction, Vol. 2, No. 128, 2018, pp. 24
Nachhaltigkeit an der Fachhochschule durch kompetenzorientierte Hochschulbildung
T. Jadin - Nachhaltigkeit an der Fachhochschule durch kompetenzorientierte Hochschulbildung - Tagungsband FFH 2018, Salzburg, Österreich, 2018, pp. 6
The Virtual House of Medusa: Playful Co-located Virtual Archaeology
J. Hagler, M. Lankes, A. Aschauer - The Virtual House of Medusa: Playful Co-located Virtual Archaeology - Tagungsband FFH 2018, Salzburg, Österreich, 2018, pp. 8
In our submission we introduce a co-located virtual archaeology in-stallation for a museum context, called Virtual House of Medusa. It was devel-oped in... mehr Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games
B. Maurer, M. Lankes, M. Tscheligi - Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games - Entertainment Computing, 2018, pp. 47-59
Animation, Kunst und Technologie. Evolution und Expansion am Beispiel Prix Ars Electronica
J. Hagler - Animation, Kunst und Technologie. Evolution und Expansion am Beispiel Prix Ars Electronica in Im Wandel ... Metamorphosen der Animation (Editors: Julia Eckel, Erwin Feyersinger, Meike Uhrig), 2017, pp. 171-185
Mit dem Aufkommen der Computeranimation war neben der SIGGRAPH die Ars Electronica eine der wichtigsten Plattformen für digitale Animation in den 1980er und... mehr Invisible Walls: Co-Presence in a Co-located Augmented Virtuality Installation
M. Lankes, J. Hagler, G. Kostov, J. Diephuis - Invisible Walls: Co-Presence in a Co-located Augmented Virtuality Installation - CHI PLAY '17, Amsterdam, Niederlande, 2017
Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games
M. Lankes, D. Rammer, B. Maurer - Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games - IFIP ICEC'17, Tsukuba, Japan, 2017
InterPlayces: Results of an Intergenerational Games Study
M. Lankes, J. Hagler, F. Gattringer, B. Stiglbauer - InterPlayces: Results of an Intergenerational Games Study - JCSG 2017, Valencia, Spanien, 2017
Beyond the Tabletop: Improving the Spatial Awareness of Multi-Tablet Visualization (Paper at "Disappearing Tabletop" Workshop at ISS '17)
H. C. Jetter, P. Hofer, J. Altmann, J. Schönböck, W. Kurschl - Beyond the Tabletop: Improving the Spatial Awareness of Multi-Tablet Visualization (Paper at "Disappearing Tabletop" Workshop at ISS '17) - Report, University of Waterloo, Kanada, 2017
Kompetenzorientiertes Lernen mit digitalen Medien. Ausgewählte Evidenzen und Wirkungen von IMST-Projekten auf SchülerInnen und LehrerInnen.
S. Hametner, E. Boxhofer, T. Jadin, G. Heinzelreiter-Wallner, A. Koller - Kompetenzorientiertes Lernen mit digitalen Medien. Ausgewählte Evidenzen und Wirkungen von IMST-Projekten auf SchülerInnen und LehrerInnen. - Erziehung und Unterricht, Vol. 167, No. 7, 2017, pp. 27-36
Reflecting Academic Symposia as a Trend at Media Art Festivals and Conferences on Computer Animation: Ars Electronica Linz and FMX Stuttgart
J. Hagler - Reflecting Academic Symposia as a Trend at Media Art Festivals and Conferences on Computer Animation: Ars Electronica Linz and FMX Stuttgart - The Expansion of the Senses, Bucheon , Südkorea, 2017, pp. 56-67
Reflecting Academic Symposia as a Trend at Animation Festivals, Media Art Festivals and Conferences on Computer Animation
J. Hagler, F. Bruckner - Reflecting Academic Symposia as a Trend at Animation Festivals, Media Art Festivals and Conferences on Computer Animation - Cartoon and Animation Studies , Vol. 49, No. 4, 2017, pp. 611-632
No Need to Stop – Exploring Smartphone Interaction Paradigms While Cycling
W. Hochleitner, D. Sellitsch, D. Rammer, A. Aschauer, E. Mattheiss, G. Regal, M. Tscheligi - No Need to Stop – Exploring Smartphone Interaction Paradigms While Cycling - Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia (MUM 2017), Stuttgart, Deutschland, 2017, pp. 11
Current apps for cyclists follow the “stop-to-interact” paradigm, neglecting that people interact with their smartphones in motion. We conducted two studies to... mehr Seite 1 von 6